Files
vgstation13/code/game/supplyshuttle.dm
johnsonmt88@gmail.com 6db801b2f1 Renamed 'Secruity Barriers" to "Security Barriers"
Fixed plastic flaps not letting small creatures pass (An if-statement was partly backwards)

Re-added the teleporter circut board to secure tech storage.
- I think someone accidentally replaced it with a duplicate cyboard upload at some point.

Lowered the chance for Perriot's Throat to HONK words.
- Max chance before was 4*20% chance now it's 4*12%

Perriot's throat will no longer HONK words when you're dead so that deadchat is spared.

Portable flashers no longer ignore certain eye protection. Fixes issue 535.
- They now use the mob's eyecheck() proc instead of using its own out-of-date proc

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3788 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-11 01:04:11 +00:00

650 lines
23 KiB
Plaintext

//Config stuff
#define SUPPLY_DOCKZ 2 //Z-level of the Dock.
#define SUPPLY_STATIONZ 1 //Z-level of the Station.
#define SUPPLY_POINTSPER 10 //Points per tick.
#define SUPPLY_POINTDELAY 3000 //Delay between ticks in milliseconds.
#define SUPPLY_MOVETIME 1800 //Time to station is milliseconds.
#define SUPPLY_POINTSPERCRATE 5 //Points per crate sent back.
#define SUPPLY_STATION_AREATYPE "/area/supply/station" //Type of the supply shuttle area for station
#define SUPPLY_DOCK_AREATYPE "/area/supply/dock" //Type of the supply shuttle area for dock
#define SUPPLY_POINTSPERSLIP 2 //points per packing slip sent back stamped.
var/supply_shuttle_moving = 0
var/supply_shuttle_at_station = 0
var/list/supply_shuttle_shoppinglist = new/list()
var/list/supply_shuttle_requestlist = new/list()
var/supply_shuttle_can_send = 1
var/supply_shuttle_time = 0
var/supply_shuttle_timeleft = 0
var/supply_shuttle_points = 50
var/ordernum=0
/area/supply/station //DO NOT TURN THE SD_LIGHTING STUFF ON FOR SHUTTLES. IT BREAKS THINGS.
name = "supply shuttle"
icon_state = "shuttle3"
luminosity = 1
sd_lighting = 0
requires_power = 0
/area/supply/dock //DO NOT TURN THE SD_LIGHTING STUFF ON FOR SHUTTLES. IT BREAKS THINGS.
name = "supply shuttle"
icon_state = "shuttle3"
luminosity = 1
sd_lighting = 0
requires_power = 0
//SUPPLY PACKS MOVED TO /code/defines/obj/supplypacks.dm
/obj/structure/plasticflaps //HOW DO YOU CALL THOSE THINGS ANYWAY
name = "\improper Plastic flaps"
desc = "I definitely cant get past those. No way."
icon = 'stationobjs.dmi' //Change this.
icon_state = "plasticflaps"
density = 0
anchored = 1
layer = 4
/obj/structure/plasticflaps/CanPass(atom/A, turf/T)
if(istype(A) && A.checkpass(PASSGLASS))
return prob(60)
else if(istype(A, /mob/living)) // You Shall Not Pass!
var/mob/living/M = A
if(!M.lying && !istype(M, /mob/living/carbon/monkey) && !istype(M, /mob/living/carbon/metroid)) //If your not laying down, or a small creature, no pass.
return 0
return ..()
/obj/structure/plasticflaps/ex_act(severity)
switch(severity)
if (1)
del(src)
if (2)
if (prob(50))
del(src)
if (3)
if (prob(5))
del(src)
/obj/structure/plasticflaps/mining //A specific type for mining that doesn't allow airflow because of them damn crates
name = "\improper Airtight plastic flaps"
desc = "Heavy duty, airtight, plastic flaps."
New() //set the turf below the flaps to block air
var/turf/T = get_turf(src.loc)
if(T)
T.blocks_air = 1
..()
Del() //lazy hack to set the turf to allow air to pass if it's a simulated floor
var/turf/T = get_turf(src.loc)
if(T)
if(istype(T, /turf/simulated/floor))
T.blocks_air = 0
..()
/area/supplyshuttle
name = "Supply Shuttle"
icon_state = "supply"
requires_power = 0
/obj/machinery/computer/supplycomp
name = "Supply shuttle console"
icon = 'computer.dmi'
icon_state = "supply"
req_access = list(access_cargo)
circuit = "/obj/item/weapon/circuitboard/supplycomp"
var/temp = null
var/hacked = 0
var/can_order_contraband = 0
/obj/machinery/computer/ordercomp
name = "Supply ordering console"
icon = 'computer.dmi'
icon_state = "request"
circuit = "/obj/item/weapon/circuitboard/ordercomp"
var/temp = null
var/reqtime = 0 //Cooldown for requisitions - Quarxink
/obj/effect/marker/supplymarker
icon_state = "X"
icon = 'mark.dmi'
name = "X"
invisibility = 101
anchored = 1
opacity = 0
/datum/supply_order
var/datum/supply_packs/object = null
var/orderedby = null
var/comment = null
/datum/supply_packs
var/name = null
var/list/contains = new/list()
var/amount = null
var/cost = null
var/containertype = null
var/containername = null
var/access = null
var/hidden = 0
var/contraband = 0
/proc/supply_ticker()
//world << "Supply ticker ticked : Adding [SUPPLY_POINTSPER] to [supply_shuttle_points]."
supply_shuttle_points += SUPPLY_POINTSPER
//world << "New SP total is [supply_shuttle_points]"
spawn(SUPPLY_POINTDELAY) supply_ticker()
/proc/supply_process()
while(supply_shuttle_time - world.timeofday > 0)
var/ticksleft = supply_shuttle_time - world.timeofday
if(ticksleft > 1e5)
supply_shuttle_time = world.timeofday + 10 // midnight rollover
supply_shuttle_timeleft = round( ((ticksleft / 10)/60) )
sleep(10)
supply_shuttle_moving = 0
send_supply_shuttle()
/proc/supply_can_move()
if(supply_shuttle_moving) return 0
//I know this is an absolutly horrendous way to do this, very inefficient, but it's the only reliable way I can think of.
//Check for mobs
for(var/mob/living/M in world)
var/area/A = get_area(M)
if(!A || !A.type) continue
if(A.type == /area/supply/station)
return 0
//Check for beacons
for(var/obj/item/device/radio/beacon/B in world)
var/area/A = get_area(B)
if(!A || !A.type) continue
if(A.type == /area/supply/station)
return 0
//Check for mechs. I think this was added because people were somehow on centcomm and bringing back centcomm mechs.
for(var/obj/mecha/Mech in world)
var/area/A = get_area(Mech)
if(!A || !A.type) continue
if(A.type == /area/supply/station)
return 0
//Check for nuke disk This also prevents multiple nuke disks from being made -Nodrak
for(var/obj/item/weapon/disk/nuclear/N)
var/area/A = get_area(N)
if(!A || !A.type) continue
if(A.type == /area/supply/station)
return 0
return 1
/*
Teleport beacon -> wrapping paper -> backpack -> bodybag -> crate -> wrapping paper -> loaded on a mulebot
That would be a teleport beacon inside of 6-layers deep in contents. Meaning you would have to add more loops or more checks.
This method wont take into account storage items developed in the future and doesn't take into account the storage items we have currently.
-Nodrak
var/shuttleat = supply_shuttle_at_station ? SUPPLY_STATION_AREATYPE : SUPPLY_DOCK_AREATYPE
for(var/turf/T in get_area_turfs(shuttleat) )
//if((locate(/mob/living) in T) && (!locate(/mob/living/carbon/monkey) in T)) return 0 //old check for living excluded monkeys
if((locate(/mob/living) in T)) return 0
if((locate(/obj/item/device/radio/beacon) in T)) return 0
if((locate(/obj/mecha) in T)) return 0
if((locate(/obj/structure/closet/body_bag) in T)) return 0
for(var/atom/ATM in T)
if((locate(/mob/living) in ATM)) return 0
if((locate(/obj/item/device/radio/beacon) in ATM)) return 0
if((locate(/obj/mecha ) in ATM)) return 0
if((locate(/obj/structure/closet/body_bag) in ATM)) return 0
for(var/atom/ATMM in ATM) // okay jesus christ how many recursive packaging options are we going to have guys come on - Quarxink
if((locate(/mob/living) in ATMM)) return 0
if((locate(/obj/item/device/radio/beacon) in ATMM)) return 0
if((locate(/obj/mecha ) in ATMM)) return 0
if((locate(/obj/structure/closet/body_bag) in ATMM)) return 0
return 1
*/
/proc/sell_crates()
var/shuttleat = supply_shuttle_at_station ? SUPPLY_STATION_AREATYPE : SUPPLY_DOCK_AREATYPE
for(var/turf/T in get_area_turfs(shuttleat) )
var/crate = locate(/obj/structure/closet/crate) in T
if (crate)
del(crate)
supply_shuttle_points += SUPPLY_POINTSPERCRATE
/obj/item/weapon/paper/manifest
name = "Supply Manifest"
/proc/process_supply_order()
var/shuttleat = supply_shuttle_at_station ? SUPPLY_STATION_AREATYPE : SUPPLY_DOCK_AREATYPE
var/list/markers = new/list()
if(!supply_shuttle_shoppinglist.len) return
for(var/turf/T in get_area_turfs(shuttleat))
for(var/obj/effect/marker/supplymarker/D in T)
markers += D
for(var/S in supply_shuttle_shoppinglist)
var/pickedloc = 0
var/found = 0
for(var/C in markers)
if (locate(/obj/structure/closet/crate) in get_turf(C)) continue
found = 1
pickedloc = get_turf(C)
if (!found) pickedloc = get_turf(pick(markers))
var/datum/supply_order/SO = S
var/datum/supply_packs/SP = SO.object
var/atom/A = new SP.containertype ( pickedloc )
A.name = "[SP.containername] [SO.comment ? "([SO.comment])":"" ]"
//supply manifest generation begin
if(ordernum)
ordernum++
else
ordernum = rand(500,5000) //pick a random number to start with
var/obj/item/weapon/paper/manifest/slip = new /obj/item/weapon/paper/manifest (A)
slip.info = ""
slip.info +="<h3>[command_name()] Shipping Manifest</h3><hr><br>"
slip.info +="Order #: [ordernum]<br>"
slip.info +="Destination: [station_name]<br>"
slip.info +="[supply_shuttle_shoppinglist.len] PACKAGES IN THIS SHIPMENT<br>"
slip.info +="CONTENTS:<br><ul>"
//spawn the stuff, finish generating the manifest while you're at it
if(SP.access)
A:req_access = new/list()
A:req_access += text2num(SP.access)
for(var/B in SP.contains)
if(!B) continue
var/thepath = text2path(B)
var/atom/B2 = new thepath (A)
if(SP.amount && B2:amount) B2:amount = SP.amount
slip.info += "<li>[B2.name]</li>" //add the item to the manifest
//manifest finalisation
slip.info += "</ul><br>"
slip.info += "CHECK CONTENTS AND STAMP BELOW THE LINE TO CONFIRM RECEIPT OF GOODS<hr>"
return
/obj/machinery/computer/ordercomp/attack_ai(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/ordercomp/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/supplycomp/attack_ai(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/supplycomp/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/ordercomp/attack_hand(var/mob/user as mob)
if(..())
return
user.machine = src
var/dat
if (src.temp)
dat = src.temp
else
dat += {"<BR><B>Supply shuttle</B><HR>
Location: [supply_shuttle_moving ? "Moving to station ([supply_shuttle_timeleft] Mins.)":supply_shuttle_at_station ? "Station":"Dock"]<BR>
<HR>Supply points: [supply_shuttle_points]<BR>
<BR>\n<A href='?src=\ref[src];order=1'>Request items</A><BR><BR>
<A href='?src=\ref[src];vieworders=1'>View approved orders</A><BR><BR>
<A href='?src=\ref[src];viewrequests=1'>View requests</A><BR><BR>
<A href='?src=\ref[user];mach_close=computer'>Close</A>"}
user << browse(dat, "window=computer;size=575x450")
onclose(user, "computer")
return
/obj/machinery/computer/ordercomp/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if (href_list["order"])
src.temp = "Supply points: [supply_shuttle_points]<BR><HR><BR>Request what?<BR><BR>"
for(var/S in (typesof(/datum/supply_packs) - /datum/supply_packs) )
var/datum/supply_packs/N = new S()
if(N.hidden || N.contraband) continue //Have to send the type instead of a reference to
src.temp += "<A href='?src=\ref[src];doorder=[N.type]'>[N.name]</A> Cost: [N.cost] " //the obj because it would get caught by the garbage
src.temp += "<A href='?src=\ref[src];printform=[N.type]'>Print Requisition</A><br>" //collector. oh well.
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
else if (href_list["doorder"])
var/datum/supply_order/O = new/datum/supply_order ()
var/supplytype = href_list["doorder"]
var/datum/supply_packs/P = new supplytype ()
O.object = P
O.orderedby = usr.name
supply_shuttle_requestlist += O
src.temp = "Thanks for your request. The cargo team will process it as soon as possible.<BR>"
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
else if (href_list["printform"])
if (!reqtime)
var/supplytype = href_list["printform"]
var/datum/supply_packs/P = new supplytype ()
var/obj/item/weapon/paper/reqform = new /obj/item/weapon/paper(src.loc)
var/idname = "Unknown"
var/idrank = "Unknown"
var/reason = copytext(sanitize(input(usr,"Reason:","Why do you require this item?","")),1,MAX_MESSAGE_LEN)
if(!reason)
reason = "Unknown"
reqform.name = "Requisition Form - [P.name]"
reqform.info += "<h3>[station_name] Supply Requisition Form</h3><hr>"
if (istype(usr:wear_id, /obj/item/weapon/card/id))
if(usr:wear_id.registered_name)
idname = usr:wear_id.registered_name
if(usr:wear_id.assignment)
idrank = usr:wear_id.assignment
if (istype(usr:wear_id, /obj/item/device/pda))
var/obj/item/device/pda/pda = usr:wear_id
if(pda.owner)
idname = pda.owner
if(pda.ownjob)
idrank = pda.ownjob
else
idname = usr.name
reqform.info += "REQUESTED BY: [idname]<br>"
reqform.info += "RANK: [idrank]<br>"
reqform.info += "REASON: [reason]<br>"
reqform.info += "SUPPLY CRATE TYPE: [P.name]<br>"
reqform.info += "Contents:<br><ul>"
for(var/B in P.contains)
var/thepath = text2path(B)
var/atom/B2 = new thepath ()
reqform.info += "<li>[B2.name]</li>"
reqform.info += "</ul><hr>"
reqform.info += "STAMP BELOW TO APPROVE THIS REQUISITION:<br>"
reqform.update_icon() //Fix for appearing blank when printed.
reqtime = 5 //5 second cooldown initiated after each printed req, change the number to change the cooldown (in seconds) - Quarxink
spawn(0)
while(reqtime >=1 && src)
sleep(10)
reqtime --
reqtime = 0
else
for (var/mob/V in hearers(src))
V.show_message("<b>[src]</b>'s monitor flashes, \"[reqtime] seconds remaining until another requisition form may be printed.\"")
else if (href_list["vieworders"])
src.temp = "Current approved orders: <BR><BR>"
for(var/S in supply_shuttle_shoppinglist)
var/datum/supply_order/SO = S
src.temp += "[SO.object.name] approved by [SO.orderedby] [SO.comment ? "([SO.comment])":""]<BR>"
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
else if (href_list["viewrequests"])
src.temp = "Current requests: <BR><BR>"
for(var/S in supply_shuttle_requestlist)
var/datum/supply_order/SO = S
src.temp += "[SO.object.name] requested by [SO.orderedby]<BR>"
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
else if (href_list["mainmenu"])
src.temp = null
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/computer/supplycomp/attack_hand(var/mob/user as mob)
if(!src.allowed(user))
user << "\red Access Denied."
return
if(..())
return
user.machine = src
post_signal("supply")
var/dat
if (src.temp)
dat = src.temp
else
dat += {"<BR><B>Supply shuttle</B><HR>
\nLocation: [supply_shuttle_moving ? "Moving to station ([supply_shuttle_timeleft] Mins.)":supply_shuttle_at_station ? "Station":"Away"]<BR>
<HR>\nSupply points: [supply_shuttle_points]<BR>\n<BR>
[supply_shuttle_moving ? "\n*Must be away to order items*<BR>\n<BR>":supply_shuttle_at_station ? "\n*Must be away to order items*<BR>\n<BR>":"\n<A href='?src=\ref[src];order=1'>Order items</A><BR>\n<BR>"]
[supply_shuttle_moving ? "\n*Shuttle already called*<BR>\n<BR>":supply_shuttle_at_station ? "\n<A href='?src=\ref[src];sendtodock=1'>Send away</A><BR>\n<BR>":"\n<A href='?src=\ref[src];sendtostation=1'>Send to station</A><BR>\n<BR>"]
\n<A href='?src=\ref[src];viewrequests=1'>View requests</A><BR>\n<BR>
\n<A href='?src=\ref[src];vieworders=1'>View orders</A><BR>\n<BR>
\n<A href='?src=\ref[user];mach_close=computer'>Close</A>"}
user << browse(dat, "window=computer;size=575x450")
onclose(user, "computer")
return
/obj/machinery/computer/supplycomp/attackby(I as obj, user as mob)
if(istype(I,/obj/item/weapon/card/emag) && !hacked)
user << "\blue Special supplies unlocked."
src.hacked = 1
return
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
var/obj/item/weapon/circuitboard/supplycomp/M = new /obj/item/weapon/circuitboard/supplycomp( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/supplycomp/M = new /obj/item/weapon/circuitboard/supplycomp( A )
if(src.can_order_contraband)
M.contraband_enabled = 1
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
else
src.attack_hand(user)
return
/obj/machinery/computer/supplycomp/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
//From Station to Centcomm
if (href_list["sendtodock"])
if(!supply_shuttle_at_station || supply_shuttle_moving) return
if (!supply_can_move())
usr << "\red The supply shuttle can not transport station employees, exosuits, classified nuclear codes or homing beacons."
return
src.temp = "Shuttle sent.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
src.updateUsrDialog()
post_signal("supply")
supply_shuttle_shoppinglist = null
supply_shuttle_shoppinglist = new/list()
sell_crates()
//Remove anything or anyone that was either left behind or that bypassed supply_can_move() -Nodrak
for(var/area/supply/station/A in world)
for(var/obj/item/I in A.contents)
del(I)
for(var/mob/living/M in A.contents)
del(M)
send_supply_shuttle()
//From Centcomm to Station
else if (href_list["sendtostation"])
if(supply_shuttle_at_station || supply_shuttle_moving) return
if (!supply_can_move())
usr << "\red The supply shuttle can not transport station employees, exosuits, classified nuclear codes or homing beacons."
return
post_signal("supply")
usr << "\blue The supply shuttle has been called and will arrive in [round(((SUPPLY_MOVETIME/10)/60))] minutes."
src.temp = "Shuttle sent.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
src.updateUsrDialog()
supply_shuttle_moving = 1
process_supply_order()
supply_shuttle_time = world.timeofday + SUPPLY_MOVETIME
spawn(0)
supply_process()
if (href_list["order"])
if(supply_shuttle_moving) return
src.temp = "Supply points: [supply_shuttle_points]<BR><HR><BR>Request what?<BR><BR>"
for(var/S in (typesof(/datum/supply_packs) - /datum/supply_packs) )
var/datum/supply_packs/N = new S()
if(N.hidden && !src.hacked) continue //Have to send the type instead of a reference to
if(N.contraband && !src.can_order_contraband){continue;} //Agouri -Kavalamarker
src.temp += "<A href='?src=\ref[src];doorder=[N.type]'>[N.name]</A> Cost: [N.cost]<BR>" //the obj because it would get caught by the garbage
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>" //collector. oh well.
else if (href_list["doorder"])
if(locate(href_list["doorder"])) //Comes from the requestlist
var/datum/supply_order/O = locate(href_list["doorder"])
var/datum/supply_packs/P = O.object
supply_shuttle_requestlist -= O
if(supply_shuttle_points >= P.cost)
supply_shuttle_points -= P.cost
O.object = P
O.orderedby = usr.name
O.comment = copytext(sanitize(input(usr,"Comment:","Enter comment","")),1,MAX_MESSAGE_LEN)
supply_shuttle_shoppinglist += O
src.temp = "Thanks for your order.<BR>"
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
else
src.temp = "Not enough supply points.<BR>"
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
else //Comes from the orderform
var/datum/supply_order/O = new/datum/supply_order ()
var/supplytype = href_list["doorder"]
var/datum/supply_packs/P = new supplytype ()
if(supply_shuttle_points >= P.cost)
supply_shuttle_points -= P.cost
O.object = P
O.orderedby = usr.name
O.comment = copytext(sanitize(input(usr,"Comment:","Enter comment","")),1,MAX_MESSAGE_LEN)
supply_shuttle_shoppinglist += O
src.temp = "Thanks for your order.<BR>"
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
else
src.temp = "Not enough supply points.<BR>"
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
else if (href_list["vieworders"])
src.temp = "Current approved orders: <BR><BR>"
for(var/S in supply_shuttle_shoppinglist)
var/datum/supply_order/SO = S
src.temp += "[SO.object.name] approved by [SO.orderedby][SO.comment ? " ([SO.comment])":""]<BR>"// <A href='?src=\ref[src];cancelorder=[S]'>(Cancel)</A><BR>"
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
/*
else if (href_list["cancelorder"])
var/datum/supply_order/remove_supply = href_list["cancelorder"]
supply_shuttle_shoppinglist -= remove_supply
supply_shuttle_points += remove_supply.object.cost
src.temp += "Canceled: [remove_supply.object.name]<BR><BR><BR>"
for(var/S in supply_shuttle_shoppinglist)
var/datum/supply_order/SO = S
src.temp += "[SO.object.name] approved by [SO.orderedby][SO.comment ? " ([SO.comment])":""] <A href='?src=\ref[src];cancelorder=[S]'>(Cancel)</A><BR>"
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
*/
else if (href_list["viewrequests"])
src.temp = "Current requests: <BR><BR>"
for(var/S in supply_shuttle_requestlist)
var/datum/supply_order/SO = S
src.temp += "[SO.object.name] requested by [SO.orderedby] [supply_shuttle_moving ? "":supply_shuttle_at_station ? "":"<A href='?src=\ref[src];doorder=\ref[SO]'>Approve</A> <A href='?src=\ref[src];rreq=\ref[SO]'>Remove</A>"]<BR>"
src.temp += "<BR><A href='?src=\ref[src];clearreq=1'>Clear list</A>"
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
else if (href_list["rreq"])
supply_shuttle_requestlist -= locate(href_list["rreq"])
src.temp = "Request removed.<BR>"
src.temp += "<BR><A href='?src=\ref[src];viewrequests=1'>OK</A>"
else if (href_list["clearreq"])
supply_shuttle_requestlist = null
supply_shuttle_requestlist = new/list()
src.temp = "List cleared.<BR>"
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
else if (href_list["mainmenu"])
src.temp = null
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/computer/supplycomp/proc/post_signal(var/command)
var/datum/radio_frequency/frequency = radio_controller.return_frequency(1435)
if(!frequency) return
var/datum/signal/status_signal = new
status_signal.source = src
status_signal.transmission_method = 1
status_signal.data["command"] = command
frequency.post_signal(src, status_signal)
/proc/send_supply_shuttle()
if (supply_shuttle_moving) return
var/area/the_shuttles_way = locate(SUPPLY_STATION_AREATYPE)
//Do I really need to explain this loop?
for(var/mob/living/unlucky_person in the_shuttles_way)
unlucky_person.gib()
var/shuttleat = supply_shuttle_at_station ? SUPPLY_STATION_AREATYPE : SUPPLY_DOCK_AREATYPE
var/shuttleto = !supply_shuttle_at_station ? SUPPLY_STATION_AREATYPE : SUPPLY_DOCK_AREATYPE
var/area/from = locate(shuttleat)
var/area/dest = locate(shuttleto)
if(!from || !dest) return
from.move_contents_to(dest)
supply_shuttle_at_station = !supply_shuttle_at_station