Fixed a rechargestation runtime.

Added a few misc areas.
Changed a number in the prefs that might help with less assistants.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2328 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-10-04 03:48:45 +00:00
parent 1eff2da8fb
commit a69a4fbc46
6 changed files with 201 additions and 219 deletions

View File

@@ -1167,6 +1167,33 @@ proc/process_ghost_teleport_locs()
name = "AI Main New"
icon_state = "storage"
//Misc
/area/wreck/ai
name = "AI Chamber"
icon_state = "ai"
/area/wreck/main
name = "Wreck"
icon_state = "storage"
/area/wreck/engineering
name = "Power Room"
icon_state = "engine"
/area/wreck/bridge
name = "Bridge"
icon_state = "bridge"
/area/generic
name = "Unknown"
icon_state = "storage"
/////////////////////////////////////////////////////////////////////
/*
Lists of areas to be used with is_type_in_list.

View File

@@ -923,4 +923,14 @@ Neutralize All Unidentified Life Signs: []<BR>"},
spawn()
sleep(30)
Parent_Turret.attacked = 0
..()
..()
/obj/machinery/porta_turret/stationary
emagged = 1
New()
installation = new/obj/item/weapon/gun/energy/laser(src.loc)
..()

View File

@@ -75,43 +75,44 @@
restock_modules()
if(src.occupant)
if (istype(occupant, /mob/living/silicon/robot))
if(istype(occupant, /mob/living/silicon/robot))
var/mob/living/silicon/robot/R = occupant
var/list/um = R.contents|R.module.modules
// ^ makes sinle list of active (R.contents) and inactive modules (R.module.modules)
for(var/obj/O in um)
// Engineering
if(istype(O,/obj/item/weapon/rcd))
if(O:matter < 30)
O:matter += 1
if(istype(O,/obj/item/stack/sheet/metal) || istype(O,/obj/item/stack/sheet/rglass) || istype(O,/obj/item/weapon/cable_coil))
if(O:amount < 50)
O:amount += 1
// Security
if(istype(O,/obj/item/device/flash))
if(O:broken)
O:broken = 0
if(istype(O,/obj/item/weapon/gun/energy/taser/cyborg))
if(O:power_supply.charge < O:power_supply.maxcharge)
O:power_supply.give(100)
if(istype(O,/obj/item/weapon/melee/baton))
if(O:charges < 10)
O:charges += 1
//Service
if(istype(O,/obj/item/weapon/reagent_containers/food/condiment/enzyme))
if(O.reagents.get_reagent_amount("enzyme") < 50)
O.reagents.add_reagent("enzyme", 1)
//Medical
if(istype(O,/obj/item/weapon/reagent_containers/glass/bottle/inaprovaline))
if(O.reagents.get_reagent_amount("inaprovaline") < 30)
O.reagents.add_reagent("inaprovaline", 1)
if(istype(O,/obj/item/weapon/reagent_containers/glass/bottle/antitoxin))
if(O.reagents.get_reagent_amount("anti_toxin") < 30)
O.reagents.add_reagent("anti_toxin", 1)
if(R.module && R.module.modules)
var/list/um = R.contents|R.module.modules
// ^ makes sinle list of active (R.contents) and inactive modules (R.module.modules)
for(var/obj/O in um)
// Engineering
if(istype(O,/obj/item/weapon/rcd))
if(O:matter < 30)
O:matter += 1
if(istype(O,/obj/item/stack/sheet/metal) || istype(O,/obj/item/stack/sheet/rglass) || istype(O,/obj/item/weapon/cable_coil))
if(O:amount < 50)
O:amount += 1
// Security
if(istype(O,/obj/item/device/flash))
if(O:broken)
O:broken = 0
if(istype(O,/obj/item/weapon/gun/energy/taser/cyborg))
if(O:power_supply.charge < O:power_supply.maxcharge)
O:power_supply.give(100)
if(istype(O,/obj/item/weapon/melee/baton))
if(O:charges < 10)
O:charges += 1
//Service
if(istype(O,/obj/item/weapon/reagent_containers/food/condiment/enzyme))
if(O.reagents.get_reagent_amount("enzyme") < 50)
O.reagents.add_reagent("enzyme", 1)
//Medical
if(istype(O,/obj/item/weapon/reagent_containers/glass/bottle/inaprovaline))
if(O.reagents.get_reagent_amount("inaprovaline") < 30)
O.reagents.add_reagent("inaprovaline", 1)
if(istype(O,/obj/item/weapon/reagent_containers/glass/bottle/antitoxin))
if(O.reagents.get_reagent_amount("anti_toxin") < 30)
O.reagents.add_reagent("anti_toxin", 1)
if(R)
if(R.module)
R.module.respawn_consumable(R)
if(R)
if(R.module)
R.module.respawn_consumable(R)
verb

View File

@@ -1,140 +1,142 @@
obj/structure
icon = 'structures.dmi'
girder
icon_state = "girder"
anchored = 1
density = 1
var/state = 0
/obj/structure/girder
icon_state = "girder"
anchored = 1
density = 1
var/state = 0
displaced
icon_state = "displaced"
anchored = 0
attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench) && state == 0 && anchored && !istype(src,/obj/structure/girder/displaced))
playsound(src.loc, 'Ratchet.ogg', 100, 1)
user << "\blue Now disassembling the girder"
if(do_after(user,40))
user << "\blue You dissasembled the girder!"
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
reinforced
icon_state = "reinforced"
state = 2
/obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench) && state == 0 && anchored && !istype(src,/obj/structure/girder/displaced))
playsound(src.loc, 'Ratchet.ogg', 100, 1)
user << "\blue Now disassembling the girder"
if(do_after(user,40))
user << "\blue You dissasembled the girder!"
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
user << "\blue Now slicing apart the girder"
if(do_after(user,30))
user << "\blue You slice apart the girder!"
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
user << "\blue Now slicing apart the girder"
if(do_after(user,30))
user << "\blue You slice apart the girder!"
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "\blue You drill through the girder!"
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
else if((istype(W, /obj/item/stack/sheet/metal)) && (W:amount >= 2) && istype(src,/obj/structure/girder/displaced))
W:use(2)
user << "\blue You create a false wall! Push on it to open or close the passage."
new /obj/structure/falsewall (src.loc)
del(src)
else if(istype(W, /obj/item/stack/sheet/r_metal) && istype(src,/obj/structure/girder/displaced))
W:use(2)
user << "\blue You create a false r wall! Push on it to open or close the passage."
new /obj/structure/falserwall (src.loc)
del(src)
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced))
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
user << "\blue Now unsecuring support struts"
if(do_after(user,40))
user << "\blue You unsecured the support struts!"
state = 1
else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1)
playsound(src.loc, 'Wirecutter.ogg', 100, 1)
user << "\blue Now removing support struts"
if(do_after(user,40))
user << "\blue You removed the support struts!"
new/obj/structure/girder( src.loc )
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "\blue You drill through the girder!"
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored )
playsound(src.loc, 'Crowbar.ogg', 100, 1)
user << "\blue Now dislodging the girder"
if(do_after(user, 40))
user << "\blue You dislodged the girder!"
new/obj/structure/girder/displaced( src.loc )
del(src)
else if(istype(W, /obj/item/weapon/wrench) && state == 0 && !anchored )
playsound(src.loc, 'Ratchet.ogg', 100, 1)
user << "\blue Now securing the girder"
if(get_turf(user, 40))
user << "\blue You secured the girder!"
new/obj/structure/girder( src.loc )
del(src)
else if((istype(W, /obj/item/stack/sheet/metal)) && (W:amount >= 2))
user << "\blue Now adding plating..."
if (do_after(user,40))
user << "\blue You added the plating!"
var/turf/Tsrc = get_turf(src)
Tsrc.ReplaceWithWall()
else if((istype(W, /obj/item/stack/sheet/metal)) && (W:amount >= 2) && istype(src,/obj/structure/girder/displaced))
W:use(2)
user << "\blue You create a false wall! Push on it to open or close the passage."
new /obj/structure/falsewall (src.loc)
del(src)
else if(istype(W, /obj/item/stack/sheet/r_metal) && istype(src,/obj/structure/girder/displaced))
W:use(2)
user << "\blue You create a false r wall! Push on it to open or close the passage."
new /obj/structure/falserwall (src.loc)
del(src)
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced))
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
user << "\blue Now unsecuring support struts"
if(do_after(user,40))
user << "\blue You unsecured the support struts!"
state = 1
else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1)
playsound(src.loc, 'Wirecutter.ogg', 100, 1)
user << "\blue Now removing support struts"
if(do_after(user,40))
user << "\blue You removed the support struts!"
new/obj/structure/girder( src.loc )
del(src)
else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored )
playsound(src.loc, 'Crowbar.ogg', 100, 1)
user << "\blue Now dislodging the girder"
if(do_after(user, 40))
user << "\blue You dislodged the girder!"
new/obj/structure/girder/displaced( src.loc )
del(src)
else if(istype(W, /obj/item/weapon/wrench) && state == 0 && !anchored )
playsound(src.loc, 'Ratchet.ogg', 100, 1)
user << "\blue Now securing the girder"
if(get_turf(user, 40))
user << "\blue You secured the girder!"
new/obj/structure/girder( src.loc )
del(src)
else if((istype(W, /obj/item/stack/sheet/metal)) && (W:amount >= 2))
user << "\blue Now adding plating..."
if (do_after(user,40))
user << "\blue You added the plating!"
var/turf/Tsrc = get_turf(src)
Tsrc.ReplaceWithWall()
W:use(2)
del(src)
return
else if (istype(W, /obj/item/stack/sheet/r_metal))
if (src.icon_state == "reinforced") //Time to finalize!
user << "\blue Now finalising reinforced wall."
if(do_after(user, 50))
user << "\blue Wall fully reinforced!"
var/turf/Tsrc = get_turf(src)
Tsrc.ReplaceWithRWall()
if (W)
W:use(1)
del(src)
return
else
user << "\blue Now reinforcing girders"
if (do_after(user,60))
user << "\blue Girders reinforced!"
W:use(1)
new/obj/structure/girder/reinforced( src.loc )
del(src)
return
else
..()
blob_act()
if(prob(40))
del(src)
ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(30))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
del(src)
return
if(3.0)
if (prob(5))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
del(src)
return
else
return
else if (istype(W, /obj/item/stack/sheet/r_metal))
if (src.icon_state == "reinforced") //Time to finalize!
user << "\blue Now finalising reinforced wall."
if(do_after(user, 50))
user << "\blue Wall fully reinforced!"
var/turf/Tsrc = get_turf(src)
Tsrc.ReplaceWithRWall()
if (W)
W:use(1)
del(src)
return
else
user << "\blue Now reinforcing girders"
if (do_after(user,60))
user << "\blue Girders reinforced!"
W:use(1)
new/obj/structure/girder/reinforced( src.loc )
del(src)
return
else
..()
/obj/structure/girder/blob_act()
if(prob(40))
del(src)
/obj/structure/girder/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(30))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
del(src)
return
if(3.0)
if (prob(5))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
del(src)
return
else
return
/obj/structure/girder/displaced
icon_state = "displaced"
anchored = 0
/obj/structure/girder/reinforced
icon_state = "reinforced"
state = 2
// LATTICE

View File

@@ -37,11 +37,11 @@ mob/new_player
if(!preferences.savefile_load(src, 0))
preferences.ShowChoices(src)
if (!client.changes)
if(!client.changes)
changes()
else
var/lastchangelog = length('changelog.html')
if (!client.changes && preferences.lastchangelog!=lastchangelog)
if(!client.changes && preferences.lastchangelog!=lastchangelog)
changes()
preferences.lastchangelog = lastchangelog
preferences.savefile_save(src)
@@ -52,7 +52,7 @@ mob/new_player
Quick note: local dream daemon instances don't seem to cache images right. Might be
a local problem with my machine but it's annoying nontheless.
*/
if (client)
if(client)
//load the PDA iconset into the client
src << browse_rsc('pda_atmos.png')
src << browse_rsc('pda_back.png')

View File

@@ -69,7 +69,7 @@ datum/preferences
New()
randomize_name()
for(var/n in occupation)
n=1
n=0
..()
//The mob should have a gender you want before running this proc.
@@ -586,26 +586,6 @@ datum/preferences
if ("random")
randomize_hair_color("hair")
/*
if (link_tags["r_hair"])
var/new_component = input(user, "Please select red hair component: 1-255", "Character Generation") as text
if (new_component)
r_hair = max(min(round(text2num(new_component)), 255), 1)
if (link_tags["g_hair"])
var/new_component = input(user, "Please select green hair component: 1-255", "Character Generation") as text
if (new_component)
g_hair = max(min(round(text2num(new_component)), 255), 1)
if (link_tags["b_hair"])
var/new_component = input(user, "Please select blue hair component: 1-255", "Character Generation") as text
if (new_component)
b_hair = max(min(round(text2num(new_component)), 255), 1)
*/
if (link_tags["facial"])
switch(link_tags["facial"])
if ("input")
@@ -617,25 +597,6 @@ datum/preferences
if ("random")
randomize_hair_color("facial")
/*
if (link_tags["r_facial"])
var/new_component = input(user, "Please select red facial component: 1-255", "Character Generation") as text
if (new_component)
r_facial = max(min(round(text2num(new_component)), 255), 1)
if (link_tags["g_facial"])
var/new_component = input(user, "Please select green facial component: 1-255", "Character Generation") as text
if (new_component)
g_facial = max(min(round(text2num(new_component)), 255), 1)
if (link_tags["b_facial"])
var/new_component = input(user, "Please select blue facial component: 1-255", "Character Generation") as text
if (new_component)
b_facial = max(min(round(text2num(new_component)), 255), 1)
*/
if (link_tags["eyes"])
switch(link_tags["eyes"])
if ("input")
@@ -647,25 +608,6 @@ datum/preferences
if ("random")
randomize_eyes_color()
/*
if (link_tags["r_eyes"])
var/new_component = input(user, "Please select red eyes component: 1-255", "Character Generation") as text
if (new_component)
r_eyes = max(min(round(text2num(new_component)), 255), 1)
if (link_tags["g_eyes"])
var/new_component = input(user, "Please select green eyes component: 1-255", "Character Generation") as text
if (new_component)
g_eyes = max(min(round(text2num(new_component)), 255), 1)
if (link_tags["b_eyes"])
var/new_component = input(user, "Please select blue eyes component: 1-255", "Character Generation") as text
if (new_component)
b_eyes = max(min(round(text2num(new_component)), 255), 1)
*/
if (link_tags["s_tone"])
switch(link_tags["s_tone"])
if ("random")