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* [ci skip] Automatic changelog update. * Roidstation Science rework, maintenance improvements, bugfixes, oh boy (#19282) * Science rework and lots of other stuff. * literal one tile change * fixed some windoors and the tiling in xenoarch * added welding goggles and a welding helmet to engineering foyer for plasmafags * fixed a broken disposals in escape * fixed the table in warden's office * [ci skip] Automatic changelog update. * Roidstation: wired the cargo lobby APC and fixed pAIs (#19292) * wired the cargo lobby APC * Replaced pAIs with functional pAIs. * [ci skip] Automatic changelog update. * updates articwasteland (#19312) replaces floors with unsim snow clamps map size to size of map adds 6-wide walls around the place * File entry for snowplanet (#19311) * file entry for snowplanet * fixed borders and entry * [ci skip] Automatic changelog update. * Chemmaster pings when buffer is empty (#19306) * Updated the Coin Press (#19234) * The coin press code has been updated. * Lets get minted! * optimisation intensifies. * My git client is being a git. * Copied RnD machine crowbardestroy code. * [ci skip] Automatic changelog update. * Fuel tracks are now the color of fuel (#19304) * [ci skip] Automatic changelog update. * Supermatter Monitor (#18077) * Supermatter Monitor * some changes * need to rebase * functionalish * done * test tiny worst day of my life * done * [ci skip] Automatic changelog update. * Fixes borer camera on host (#19297) * Fixes borer camera on host * Helper procs * Multiple hotfixes for the Roidstation 1.1 release. (#19298) * Multiple hotfixes for the Roidstation 1.1 release. * Forgot to add labelers to Chem and to fix a broken pipe in Sec. * Corrects ONE LAST Intercom * Revert "Corrects ONE LAST Intercom" This reverts commit8935f9273f. * mining cabin fixes, piping fixes, status display fixes, miscellaneous fixes * primary tool storage intercom no longer eavesdrops on security * [ci skip] Automatic changelog update. * shelter tweaks (#19307) * [ci skip] Automatic changelog update. * secshuttleqol (#19309) * Makes Observing Tolerable Again (#19321) * machinery no longer spams observers * plus * Makes roid chemistry prettier (#19320) * Makes roid chemistry prettier * clean_stepxy * Adds a maptool to convert step_x and step_y (#19093) * Adds a maptool to convert step_x and step_y * Squash me * Squash me (give me the business all night long) * [ci skip] Automatic changelog update. * Standardizes projectile speed (#19308) * Adds a ghost verb to hide other ghosts without having to toggle darkness (#19246) * Adds a ghost planemaster for a hide ghosts verb * What a dummy * Fixes magic mouseopaque square * [ci skip] Automatic changelog update. * Adds unsimulated gas_mixtures (#19259) * Adds unsimulated gas_mixtures * Makes unsim turfs return unsim gas_mixtures Also fixes code that would have caused a bug if it weren't for the fact that CELL_VOLUME is the default volume for new gas_mixtures * Reinforce Asteroid Walls + Porous Rock Type (#19229) * hardrock type * new sprites * testing done * [ci skip] Automatic changelog update. * missing descriptions for circuits (#19325) * missing sdeiptions for circuits * wrong var * Adds hand labeler to Roid chemistry (#19328) * Buff harm syringes to be less RNG-dependant (#18800) Now, for a non-empty syringe, there is always a chance of at least 2 units being transferred. * [ci skip] Automatic changelog update. * Hasty fix to a hasty problem. (#19335) * Hasty fix to a hasty problem. This removes the possibility of negative reagent transfer, by clamping the var to 0. * Ebin :DDD * Aaaaaah * Das wird ein Frühling ohne Ende... * fixed engineering pacmans (#19338) * [ci skip] Automatic changelog update. * changes pickadie to synthocarisol (#19084) * [ci skip] Automatic changelog update. * Unsimulated tiles no longer universally behave like near-vacuum (#19346) * cleanup packed (#19347) * [ci skip] Automatic changelog update. * Fixes synthocarisol not doing anything and also unatomically adds deep lore (#19361) * Fixes synthocarisol not doing anything * squash me * Fixes wolf health examine (#19358) * Fix wolf health examine * No reason to bother with this check * drag damage 3.8 remix hd removed crit multipliers lowered chances * Fixes tree health examine (#19360) * Fixed tree examine * No need for this check * walking prevents drag damage * chance is per-limb, not global * updates snowmaps, adds sim snow, snow stuff (#19349) * [ci skip] Automatic changelog update. * Nerfed pain (#19272) * [ci skip] Automatic changelog update. * fix number to make limbs not explode * Fixes camera lights not updating during tracking (#19352) * Fixed camera lights not updating during tracking * Don't need to call light_cameras() twice * [ci skip] Automatic changelog update. * Ghosts see true identity of and can follow PDA message senders (#19355) * [ci skip] Automatic changelog update. * sorts wood stack crafting menu (#19367) * [ci skip] Automatic changelog update. * Fixes bunsen burner runtiming when attempting to log reactions (#19363) * Click-dragging any equipped item to your hand (#19293) * Click-dragging any equipped item to your hand * rm shitcode * Inactive pAI cards display an icon if there are people signed up to be a pAI (#19326) * notification icons for pAIs awaiting someone to activate them * it helps if you remove debug output doesn't it * animated notification * Chemmasters start with increased buffer size (#19305) * [ci skip] Automatic changelog update. * [ci skip] Automatic changelog update. * EFTPOS Reason Fix, EFTPOS can allow manual entry, and Adds card charging standardization to some machines (#19192) * Fixes an issue with how EFTPOS' have the transaction reason invisible due to a whitespace. Now features a new proc that helps standardize the flow of charging a card and allow situations where you do not require a card to process a transaction, assuming the security for the account permits it. * Documentation tweak * Use the linked_db, not the global one. We should get the database that the machine is assigned to. * We were returning too soon! Would've let someone get something free by mistake. * Forgot to send an exception if payment failed. * Renamed define since it wasn't following the convention * You can now use the remaining balance of your wallet before charging from your bank. * You can partially pay with credits before using a card with a POS * Now fails if the account database is down, documentation adjusted, and new failure code. * Forgot a macro. Thanks R0B0 * Implements charge_flow for vending machines. * Oops. Didn't use the not operator when I should have. * Adds check to ensure the account database is online and functional, and adds a prompt if you want to use the remaining balance on your wallet first or not. * Moves the jukebox over to the charging flow, and now dispenses change when canceled or uses it if swiped. * Moved POS to use new charge flow. * Vending machines can now hold funds, use the new charging flow, and provide change when canceled. * Grammar is hard * Trimmed some code. * Revert "Trimmed some code." This reverts commite211907acb. Nope it's still required so you can do manual entry. * Vending machines now make noise when vending * Made bicons a bit consistent * Cancel the transaction if the player moved when doing the transaction. * Added feedback when you move. * Adds message informing of the remaining balance. * Forgot a movement check. * Travis Kick Travis Machine broke. * Forgot to remove the old visible message since it was moved * Removed artifact of pasting Because the jukebox and POS seemingly used the same code so it was easier to copy-paste the new code over. * Documentation improvements and removing duplicate code * Indentation mix up. Doing edits on the web editor is just asking for trouble it seems. * [ci skip] Automatic changelog update. * Sulfuric acid deals burn damage, polyacid deals (a lot) of burn damage. Metabolize very fast. (#19256) * chemical burns * fixes tramadol * Chopped pacid down to 1.5 * [ci skip] Automatic changelog update. * Cleaned up the list of different department radio keys (#19315) * Fixed a runtime error for slime growth. (#19392) * Fixes petting emotes for corgis and Dave (#19283) * Players will now pet Dave instead of poking him. * Fixed the emotes for Dave and corgis, and added a few different emotes for Dave. * disarm should now poke Dave (but won't because that's broken and you'll punch him instead) * fixed bopping, refactored code * Readds "Grandpa" (#19287) * [ci skip] Automatic changelog update. * [ci skip] Automatic changelog update. * Inflatable Shelters Don't Gas Vox (#19357) * ungax vox from shelters * now has any * [ci skip] Automatic changelog update. * Mimes screaming audibly (#19389) * [ci skip] Automatic changelog update. * Emotes roundup (#19390) * I'm not retarded, I swear to God * Runtimes * "Me" * I sleep * Fixes robot eye visibility and plane (#19387) * Fixed robot eye visibility and plane * Fixed plane for MoMMI parking lights * Got rid of more bugs that could stand in the way of the eye lights coming on * Stray pixel on basic MoMMI's emagged overlay * Fixed eyes being invisible while hiding * [ci skip] Automatic changelog update. * Flap emotes work with fairy wings again (#19386) * Flap emotes work with fairy wings again * Requested changes * [ci skip] Automatic changelog update. * Escape pod shuttlification (#19359) * Shuttlifiy escape pods, rather than having them be an area that teleports around in their own weird way. * fixes packed and roid station conflicts * Fixes escape objectives. * damians daemons * The keys on my keyboard exploded, and to my dismay there was no escape and I had lost control * addresses bagel engineering complaints (#19399) * addresses bagel engineering complaints - Aux engineering now uses yellow cables - Aux engineering and engineering are now connected - Aux engineering porta-SMES power connectors are now wired to the grid - Increased roundstart SMES charge to 90000 per SMES (18%) - Aux engineering SMES now powers engineering, rather than the grid - that one grille in the SMES room is now also powered * remove conflict REMOVE CONFLICT you are worst conflict * missed a cable * [ci skip] Automatic changelog update. * packed atmos remodel (#19364) * packed atmos remodel * reas * packedpipes * [ci skip] Automatic changelog update. * Fixes runtime(s) related to miming (#19404) * Revert qdel thing (#19406) * Stomach given its own reagent_container (#19121) * Made stomach have a separate reagent container * Typos * Some tweaks * Added an optional flag * [ci skip] Automatic changelog update. * Super Splint II Turbo EX HD Remix (#19368) - Can splint your own active arm/hand - Can splint every single bodypart now - Much less likely to fumble splinting yourself * [ci skip] Automatic changelog update. * reverts 'Chloral Hydrate Rework #17091' (#18726) * [ci skip] Automatic changelog update. * Ethanol doesn't nuke your stomach anymore (#19413) Like it says on the tin. I think everybody (Read: the bartender) would like it if people weren't afraid of touching his booze because said booze will kill both their liver and now their stomach. I'm sure there's a scientific reason out there why ethanol kills both the stomach and the liver IRL, right? Double-whammy pls go and stay go. * [ci skip] Automatic changelog update. * Adds Clockwork Walls/Girders (#19393) * Fixed animal deathgasps and * emotes work now (#19408) * Brought back audible coughing (#19410) * Puts proper "surrender" conjugation back in (#19385) * Put proper "surrender" conjugation back in * Purged comma * Some Bunsen sanity (#19416) * Fixed up tracks.dm (#19427) * [ci skip] Automatic changelog update. * Removes unlimited angie (#19438) * Recursive set_glide_size() (#19431) * Recursive set_glide_size() * Pushing things is smooth * LONG_GLIDE * Metaclub escape pod fixes (#19437) fixes the metaclub spacepods from crashing into the escape shuttle * [ci skip] Automatic changelog update. * BurntDevil helpfully reworked the Boxstation Bridge to be better. I am pushing this change on his behalf. (#19436) * Roidstation 1.2 (#19434) * Roidstation 1.2 Release - Expands maintenance across the station, especially below the Zoo, around Security, and above Disposals. Several bug fixes, namely missing pipes and wiring. * Realized I wanted to add a few more vending machines. So I did. * Last change - fixed up the ghetto bar a bit. * Turf panel shows mouse_opacity = 0 atoms if they have names (#19433) * shard box now has idtag (#19432) * Mecha console tweaks (#19372) * Can now toggle lockdown on a mecha console, rather than just lock it down. * More tweaks and TLC * Cleans up pixel offsets in all maps (#19327) * [ci skip] Automatic changelog update. * [ci skip] Automatic changelog update. * detective sprites (#19439) * [ci skip] Automatic changelog update. * Fixed the power monitoring computer on the bridge. Also added a supermatter monitor circuit to Tech Storage. (#19440) * [ci skip] Automatic changelog update. * Box Bridge Hotfixes Part 2 (#19442) * Fixed the power monitoring computer on the bridge. Also added a supermatter monitor circuit to Tech Storage. * AI pointed out that more cameras were needed on the bridge so I added them and improved the lighting. * Central Hall APC is back * [ci skip] Automatic changelog update. * Roidstation 1.2 Hotfixes (#19441) * Fixes numerous small issues and bugfixes. * Last change: extra table hidden under a vending machine. * Revert "Last change: extra table hidden under a vending machine." This reverts commit2d655ef399. * Trying again to remove that damn table. * [ci skip] Automatic changelog update. * Noticed a huge bunch of issues when Roidstation finally got played and fixed them. (#19447) * [ci skip] Automatic changelog update. * Defficiency escape pod fixes (#19449) 🆑 * bugfix: The defficiency escape pods are no longer set to home in on the escape shuttle. * Fixes Angies charge so it's an actual charge (#19446) OH FUDGE WHY IS THE WORLD VIBRATING * Adds admittedly awesome admin anti-alias attenuation ability (#19445) * Fixed firework sparkle plane and layer (#19443) * Corrected Reactivate Camera plane and layer (#19444) * Implements new fossilized plant features and related chems. (#19303) * Implements new fossilized plant features and related chems. * Make spiders from the drink spawn under the imbiber. * Debit Cards, Bank Account Disable, & Other Retrofits (#19411) * Split up the charging code to allow verifying account security alone. * Using macro since a trader account can now be created on the first debit card for traders. * Adds the new debit_card.dm * Retrofit for vending machines to accept debit cards and no longer care for the name of the person for account verification, instead checks if the account number is the same and does a security check when applicable to verify. * Charge flow retrofit * Debit card retrofit * Debit card retrofit * Debit card retrofit * Supporting get_card() proc that attempts to find cards on someone. * Debit card retrofit * Adds debit cards. * Basic debit card graphic * Debit card retrofit * Can print debit cards from an ATM for $5 * Tweak to prevent searching without an account number. * Moved creating a trader account to a macro. * Using item's melt_temperature instead of a global * Debit cards can be inside ATMs, heads get a department debit card in their lockers, and traders get debit cards on their shuttle computer. And updated graphics. * Swapped the \the around since it looked weird being the other way And also added something to point out which card is being used for virtual wallets. * 100% less loss of work * Prevent only the presentace of a card counting as a card present * Easter egg will use the old name instead of a fixed string * Forgot a period * Added FUN. Debit no longer requires a PIN at default security level. Of course, this can be changed with the new global. Might consider a admin toggle. * Renamed var to something more reasonable. * Made the security checks more future safe. * Accounts can now be disabled from a account database as an administrative disable or from an ATM as a user disable. * You can modify security levels while disabled, but cannot downgrade to Zero * Can now charge a card without enough funds provided the destination and source account is the same * Disable link changes depending if the account is disabled or not * Vending machines now prompt for PIN if attempting to enter edit mode. * Define cleanup * You can now define a authorized user on a debit card. They are also recorded in the transaction log so you can figure out who spent all the money on pizzas. * If a linked account gets disconnected for any reason a POS will default to the station account Also shows the account name in the settings * Supply and Order consoles can now read from a debit card * Documentation tweak * Forgot something * Supply console now shows the cargo account if requisitions are on. And mitigation against someone else using the console with someone else looking at it. * Attempt to make less redundant code, And added additional information to supply orders. Reverting checking accounts only if the users changed. It'd cause a world of confusion if multiple people were working at the same terminal. * Makes space in the HoS locker for everything to fit. (#19453) * Makes room for a debit card in the HoS locker. The Discord pointed out a lone flashbang was in the locker despite a box of them already in it. The lone flashbang was removed. Also reserved an object when a mapper decides to add another locker to HoS dedicated to attire. * Just makes room in the HoS locker. Flashbang still removed, but moves the lawgiver magazine into the lockbox instead. * [ci skip] Automatic changelog update. * Changelog for #19444 (#19456) * [ci skip] Automatic changelog update. * Fixes remoteview giving you 1 second of vision even if the target resisted it (#19454) * Fixes siren weapon and adds new variant made to fight the dead (#19422) * Fixes siren weapon and adds new zombie-killing variant for the soon-to-exist shoal * Reduces sharpness and enhances flavor * dictionary.com * Glasses update HUD instantly when equipped/unequipped (#19455) * Supply Computers now respect account security & Grammar fixes (#19452) * Cargo and Ordering computers now respect account security. Added some \the and a message to point out which card is authenticating. Fixed a runtime if a account wasn't found. * Reorganized security check after checking a few things first. Just to prevent some frustration. * Adds more passive and hostile infestation mobs (with bonus relevant admin tool improvements) (#19421) * goliath, david, madcrab, meatballer added. admin tools for hostile infestation added. * added syphoner, grey gremlins and crabs to regular infestations. added mutated roaches and roach queens to hostile infestations. * [ci skip] Automatic changelog update. * GPS transmitting locations to others is now toggleable (#18734) * redoes it all to simply activate via alert() * small fixes * adds more checks to activation alert adds more checks to activation alert and fixes usr to user in some cases * [ci skip] Automatic changelog update. * Fixed spiderling growth so they don't all turn into guards (#19462) * [ci skip] Automatic changelog update. * Hotfix attempt #2 (#19466) * [ci skip] Automatic changelog update. * Syndicate wheelchair wheels overlay (#19470) * Syndicate wheelchair overlay * Moved wheelchair icons to vehicles.dmi * Fishtanks now drop circuit boards when deconstructed [READY] (#19477) * Fishtanks now drop circuit boards when deconstructed. * Derp wrong item to eject. * [ci skip] Automatic changelog update. * Adds replicant grilles (#19417) * Shocked vending machines spark just like airlocks (#19472) * literally replaces all solo antag objectives with "just bee yourself" (#19485) * removes solo antag objectives * removes solo antag objectives * removes solo antag objectives * removes solo antag objectives * removes solo antag objectives * removes solo antag objectives * removes solo antag objectives * Revert "literally replaces all solo antag objectives with "just bee yourself" (#19485)" (#19487) This reverts commitb862ebd4cd. * More clockwork crap (#19486) * Attempt to rehabilitate bot attackby() code somewhat (#19490) * Bot attackby() fixes * Fixed welding bots with an unlit welder * Adds a client preference for pulling actions (#19503) * Jecties (#19502) * adds yummy jectie treats * polishes sprites, reworks chances and bitesize, adds group jectie sprites * Fix exile implants not preventing people from leaving the asteroid zlevel (#19522) * Fixes wheelchair gliding (#19524) * Component processing subsystem (#19506) Moves component processing to a subsystem, rather than have to trawl through life and add something to fire it each time in every override that doesn't call the parent. * drag damage 3.8 remix hd (#19365) * drag damage 3.8 remix hd removed crit multipliers lowered chances * walking prevents drag damage * chance is per-limb, not global * fix number to make limbs not explode * Adds corpse spawners for every roundstart role (#19491) * Adds corpses for every roundstart role * Sorry Palpatine * please don't break everything * Disarm now ignores armour (#19007) * 2 * Revert "Disarm now ignores armour (#19007)" This reverts commit5b72e052a7. * Revert "Adds corpse spawners for every roundstart role (#19491)" This reverts commitc94464d4a6. * Revert "drag damage 3.8 remix hd (#19365)" This reverts commit5800201af5. * [ci skip] Automatic changelog update. * load migration 012 (pull prefs) (#19541) * newbotany on suicide watch (#19551) * bagelroundup (#19550) * [ci skip] Automatic changelog update. * Enable the pulltoggle preference migration in the DME. * Revert "Enable the pulltoggle preference migration in the DME." This reverts commit42fa49691f. * Humans can no longer be martians (#19572) * Lightswitches glow slightly in the dark (fixes #18195) * You're a machine * Adds bank account security prefs (#19547) * Adds bank account security prefs * right, that's not live yet * fucking SPACES * okay i guess we're removing 012 again * Use INTEGER instead of TEXT for storing preferences. Plus other changes. * String represent of bank security level numbers is now shown. * Fixed typos and added suggestions * fix explanation * clarify which account is secure * [ci skip] Automatic changelog update. * Makes the supermatter crystal actually generate more power than shards (#19480) * Makes the crystal lose power more slowly than the shard. Turns related magic number into vars. * Raise power_loss_modifier on crystals to 5x the shard. * [ci skip] Automatic changelog update. * cell desc * Update cell.dm * cargo never late * break cell lockers (#19593) * [ci skip] Automatic changelog update. * wielding animals (#19586) * [ci skip] Automatic changelog update. * no more electrofailure (#19592) * [ci skip] Automatic changelog update. * box roundup (#19573) * haunted arcade (#19571) * Ends Drone Love (FFF5) (#19553) * ends drone love * Update drone.dm * Fixes SPS not beeping (#19554) * [ci skip] Automatic changelog update. * unlimited rename time (#19591) * [ci skip] Automatic changelog update. * Update cell.dm * SPS Spam fix (#19596) * Silly me * Aaah * Yikes. * Adds medical secure crates (#19581) * Diona Need Nonmonkey Blood to Evolve (FFF13) (#19584) * diona blood restricted * EXTREMELY risky no-compile web update * Human * holoman shelter runtime (#19570) * use items on extractor (#19585) * [ci skip] Automatic changelog update. * [ci skip] Automatic changelog update. * helter fixes (#19559) * Metaclub Asteroid Overhaul (#19549) * major * added cameras fixed executions * [ci skip] Automatic changelog update. * adds check to lock_atom() (#19556) * [ci skip] Automatic changelog update. * Ungunks carog computer (#19539) * Ungunks Cargo ordering computer * Sonix's suggestion * Lets you re-order items inside containers via mousedrag (#19529) * Adds mouseswap for container items * Swap to index, not swap just two items * Sanity * [ci skip] Automatic changelog update. * Fixes the message feedback when you place someone into a shelter, and adds click dragging (#19561) * fixes the visible_message when putting people into shelters, adds click dragging into shelters * requested changes * [ci skip] Automatic changelog update. * [ci skip] Automatic changelog update. * [ci skip] Automatic changelog update. * Include the forgotten pulltoggle column in saving character prefs. * Revert "Include the forgotten pulltoggle column in saving character prefs." This reverts commite6764af674. * Make the pulltoggle preference migration reference the proper table the preference should be in. * clarke hacking (#19621) * fixes sprite (#19617) * more packed (#19618) * welders hotsharp (#19622) * Ports radial menu framework from AnturK's code with permission (#19599)8682ed489a* Removes reversible bug handling + message because it doesn't describe a bug (#19623) * not a bug * just take it all off * Ungunks Packed chemistry (#19625) * Ungunks Packed chemistry * Ungunks packed chemistry pt2 * ungunks packed chemistry... PART THREE * ungunks packed chemistry (squash me edition) * runtime hunting (#19630) * [ci skip] Automatic changelog update. * [ci skip] Automatic changelog update. * [ci skip] Automatic changelog update. * stop breaking the database. (#19632) * Removes rogue table in packed chemistry (#19635) * cleanup box (#19631) * Fixes overlay on constructed lightswitches (#19642) * xyzt * spell_code.dm, forgot that one * Aaah * Bbbbb * Whoops
68 lines
3.5 KiB
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68 lines
3.5 KiB
Plaintext
/datum/admins/proc/emergency_shuttle_panel()
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if(!emergency_shuttle)
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alert("The emergency shuttle subsystem isn't ready yet!")
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return
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var/dat = "<html><head><title>Emergency Shuttle Fuckery Panel</title></head><body><h1>Emergency Shuttle Control</h1>"
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dat += "Current Status:"
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var/area/shuttle_loc = locate(/area/shuttle/escape/centcom)
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var/turf/shuttle_turf = pick(shuttle_loc.area_turfs)
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dat += "<a href='?_src_=holder;adminplayerobservecoodjump=1;X=[shuttle_turf.x];Y=[shuttle_turf.y];Z=[shuttle_turf.z]'>"
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switch (emergency_shuttle.location)
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if(0)
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switch (emergency_shuttle.direction)
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if (-1)
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dat += "<b>In transit</b> (Recalled)"
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if(0)
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dat += "<b>At Central Command</b> (on standby)"
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if(1)
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dat += "<b>In transit</b> (To Station)"
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if(2)
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dat += "<b>In transit</b> (To Centcom - Round End)"
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if(1)
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dat += "<b>At the Station</b>"
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if(2)
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dat += "<b>At Central Command</b> (Round Ended)"
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dat += "</a><br>"
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if (!emergency_shuttle.online)
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dat += "<a href='?src=\ref[src];call_shuttle=1'>Call Shuttle</a><br>"
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else
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var/timeleft = emergency_shuttle.timeleft()
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switch(emergency_shuttle.location)
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if(0)
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dat += {"ETA: <a href='?src=\ref[src];edit_shuttle_time=1'>[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]</a><br>
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<a href='?src=\ref[src];call_shuttle=2'>Send Back</a><br>"}
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if(1)
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dat += "ETA: <a href='?src=\ref[src];edit_shuttle_time=1'>[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]</a><br>"
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dat += "<BR>"
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if (emergency_shuttle.online)
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dat += "Any of the three following actions will cancel the shuttle timer.<br>"
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dat += "<a href='?src=\ref[src];move_emergency_shuttle=station'>move shuttle to station</a><br>"
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dat += "<a href='?src=\ref[src];move_emergency_shuttle=transit'>move shuttle to transit</a><br>"
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dat += "<a href='?src=\ref[src];move_emergency_shuttle=centcom'>move shuttle to centcom</a><br>"
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dat += "<br>"
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dat += "<a href='?src=\ref[src];move_emergency_dock=station'>move station dock here</a> - <a href='?src=\ref[src];reset_emergency_dock=station'>reset</a><br>"
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dat += "<a href='?src=\ref[src];move_emergency_dock=transit'>move transit dock here</a> - <a href='?src=\ref[src];reset_emergency_dock=transit'>reset</a><br>"
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dat += "<a href='?src=\ref[src];move_emergency_dock=centcom'>move centcom dock here</a> - <a href='?src=\ref[src];reset_emergency_dock=centcom'>reset</a><br>"
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dat += "<h2>Escape Pods Control</h2>"
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for (var/pod in emergency_shuttle.escape_pods)
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var/datum/shuttle/escape/S = pod
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var/turf/T = pick(S.linked_area.area_turfs)
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dat += "<a href='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[S.linked_area.name]</a> : [(emergency_shuttle.escape_pods[pod] == "station") ? "<b>station</b>" : "<a href='?src=\ref[src];move_escape_pod=\ref[pod];move_destination=station'>station</a>"] - [(emergency_shuttle.escape_pods[pod] == "transit") ? "<b>transit</b>" : "<a href='?src=\ref[src];move_escape_pod=\ref[pod];move_destination=transit'>transit</a>"] - [(emergency_shuttle.escape_pods[pod] == "centcom") ? "<b>centcom</b>" : "<a href='?src=\ref[src];move_escape_pod=\ref[pod];move_destination=centcom'>centcom</a>"]<br>"
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if (emergency_shuttle.escape_pods.len > 1)
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dat += "Move All Pods : <a href='?src=\ref[src];move_escape_pod=all;move_destination=station'>station</a> - <a href='?src=\ref[src];move_escape_pod=all;move_destination=transit'>transit</a> - <a href='?src=\ref[src];move_escape_pod=all;move_destination=centcom'>centcom</a><br>"
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dat += "</body></html>"
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usr << browse(dat, "window=emergencyshuttle;size=440x500")
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