mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +00:00
* fix map * Fixing bad syntax * Maybe this will work * Travis wanted me to remove this * Unticking attempt * Unticking attempt 2 * Removing all useless broken zshadow stuff * Maybe now? * Oh weird * Adding up/down pipe sprites * Adding darkness overlay, attempt #1 * Second attempt, now works * Turf tweaks, now much less visually glitchy, plus walls now make blank floors above them for less weirdness * Fix, plus keeps this floor in place * Really bad fix that stops space looking weird * Now everything should work normally, except lighting overlays * Updates the map * Consistency * Adds new fall damage sound * Typo * Jetpack fun * Better * Less bad brackets and parantheses pain * OHhh * These fly too, brooms next whenever I figure those out * Finishing pipe icons * Making it easier to build catwalks and stuff on turfs without clicking the stuff below by mistake * Bringing back zshadow, but with no icon * Oh it's this issue again * Final fix, better attempt at image relay * Now for it looking nice, vis_contents are bad here too * Attempt at refactoring this, light overlays are now finally underneath players, at the cost of blocking everything else, but exxion wanted to testmerge it * Map change * Changing it back, test server stays on box anyways * Removing non-working solution * Removes broken lighting overlays * Finally fixes up floor generation above walls * Adding bones of a 3d implementation of spiral block for git push origin multizfungit push origin multiz * More, almost done * Finalised * Cube option * Logic fix * Syntax * Attempting to make item fall on arc * Compile * Now this is no longer needed * BRACE FOR ENABLING MULTI-Z ZAS * Attempt at fixing glass floor tiles * Splitting off explosion proc into destroy part, bones of calling it recursively and smaller on above and below layers, implementation of multi-z explosion suggested by DeityLink * Missing var * Removing unused var and fixes consistency * Fixing logic and syntax etc, still needs testing before uncomment * Uncommenting, some fixes too * Makes this a seperate function otherwise it won't call at all, MULTI Z EXPLOSIONS NOW CONFIRMED WORKING * Client proc to test this * Adds to list * Typo not drawing red on main layer * Here too * Adding debug logs for clarity * Better * Even better * Experimental multi-Z EMP support, cylindrical effect for now * Better distance falloff * Sound/visual support on other layers? * Z cap for EMP sound * Booms too * Adds back accidentally deleted file * Muuuch more sane check * Attempt at connecting heard speech between multi Z * Cleaner * Missing bracket * Removing zshadow mobs entirely again, no need for them whatsoever * Multi-z visible messages * Emotes * Fix? * Wew * K * Much nicer function * I forget about this define * Ohhhh * Comma fix * Aaa * This might fix * Removing visible message one for now * Trying this solution * Typo * RIP location, hope this won't break anything * Actually location gets to come back, fix is here * I give up, the tests are clearly what's borken * Let's see what this does with those nullspaces test items (yes really) * Indent fix, plus nice comments * MULTI-Z SOUND??? * Woops * Jetpack and etc trails over open space now! * No macros, this is why we can't have nice things * Watch how coder stops potion of levitation, broom and fairy wing wielders from falling with ONE NEAT TRICK * Gotta make leapers not fall somehow * Bad oversight * Fully allows going down stairs with weird border objects * Flying now works properly for humans on open space * Now, fall instantly on stop * Oversight * Oh this function * New helper functions * Oversight again * Replacing lines with abs(), multi z singulo pull attempt * Quick supermatter fix * Don't cut overlays * Move down here * Typo * Now actually works, implementation could be better though * Additional helper function for z distances because BYOND hates comparing z * Reimplementing for sound * abs() to keep positive for max comparisons in line distances * Keeping gas overlays outside of multi-z viewing to stop some glitches * That didn't work * Testing removal from float planes for stuff that never needed to be on it * Fixes gas overlays showing up all wrong in multi Z ZAS * Gutting this controller, no longer needed period, system works fine without it * Now glass floors look mostly perfect on open spaces * Var name change for fun stuff later * Knew I'd miss one * Gravity based fall delay? * Settle with using sleep() for now, what could go wrong? * Lagged the game horribly, so everything * Here all along, huh * Just remove it for now, it kinda works but not ideally at all * Thank you TK code for giving me a nice and working way to do this * Comments, oversights * No wait it was right the first time * Now for the damage multiplier * Knockdown too * Nicer format * This should still be min, plus now have a debug log and shifted around logic * Now for mech stuff * Clamping knockdown * Definition fix * Dusting this off, hopeful fix to things not falling * Probably don't need this, I forget * Hahaha nope, this did nothing * Finally, a way to make fall() call in mid air after a delay without horrible lag * Tunes pipe layering if on same zlevel, getting there * Now fully tuned * Adding bones for pipe item support * Test * z_up pipe item icon state * z_up and z_down pipe item icon state * Adding these to pipe dispensers * Typo * RCDs too * Moved here * Moved back * Makes space work nicer * Oh and here * Fall updates * Don't need this * Oversights everywhere * Fixes * More * More, and new stuff * Even more * Dampening these a bit * So many, so moved to new file * Forgot this * Refactor * Forgot to actually use * Indentation issues * Works better like this * Refactors into nicer proc * One oversight * Stair frames, to construct into stairs * Stack recipe for em * Cutting useless stuff * Fixes * Last fixes * Stops uncrossing at non existant aboves * Better logic * Better logic * Fix * Fixes nullspace checking runtime * Removes redundant check on stairs * Replaces CanPass with Cross, functionality is same and definition is duplicate of it * Missed one * Darkening and falling tweaks * Better call for gravity * Oversight * Stops falling in space, zero-g open space movement fixes etc * Consistency * Fixes slipping on open spaces with catwalks (lattices make sense I guess) and stairs not being snapped down to * Var name fix * Much nicer system with no recursive function or last_fall variable use * Adds buildFrom()s so z-pipes can actually be fitted, stops spam of fall() calls on enter with lock for nicer gravity * Makes z distances pay attention to multi z support * Maybe this is better * Left this in * Adding visible and hidden variants for mapping * Counts glass floors as open space for the purpose of open space checks * Bracket fix * Makes it a macro for easy viewing * Space looks much better like this honestly * Makes schematics actually show up on RPD in multi-z * Making these tied to WORLD_ICON_SIZE * Changes for someone to test * Now the fix actually works * Removes forceMove(), nicer solution * Giving stairs all their dirs * Fixing stair position problem and other things * Stair deconstruction * Removing redundant enter() check to move() * Some updates as requested * .dme and map/file fixes * .dme and map/file fixes * Updating can_falls * Ladder climb fix * Some port notes updates * Docs itself * Removing unused edge_type var * Removing landmark object, converts it code side * Removing unsimmed walls doing it, not necessary * Updated descs * Fixing observer non-standards in file * More file cleanup * Jetpacks allow z-travelling * Now they really do * Robots too * Updating docs * Code cleanup * Catch one * Indent fix * Not sure what that even is * Catching these * Applying some old fixes * Removing unused file * Moving nodes back to original places, or an attempt to * Here too * Removing unused file * Moving these back too * Some fixes for now * Some more * Even more, almost done * Better pipe icons * More icons * Disposal pipe construction * Mixup * List optimisation, new fixes Co-authored-by: Damian <damian@autistici.org> Co-authored-by: kanef <kanef9x@protonmail.com>
134 lines
4.0 KiB
Plaintext
134 lines
4.0 KiB
Plaintext
// Clickable stat() button.
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/obj/effect/statclick
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var/target
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/obj/effect/statclick/New(text, target)
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name = text
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src.target = target
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/obj/effect/statclick/proc/update(text)
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name = text
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return src
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/obj/effect/statclick/time/Click()
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to_chat(usr,"<span class='notice'>The server time is [time2text(world.timeofday, "hh:mm:ss")]. The time slot is [getTimeslot()].</span>")
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/obj/effect/statclick/debug
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var/class
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/obj/effect/statclick/debug/Click()
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if(!usr.client.holder)
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return
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if(!class)
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if(istype(target, /datum/subsystem))
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class = "subsystem"
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else if(istype(target, /datum/controller))
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class = "controller"
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else if(istype(target, /datum))
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class = "datum"
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else
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class = "unknown"
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usr.client.debug_variables(target)
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message_admins("Admin [key_name_admin(usr)] is debugging the [target] [class].")
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// Debug verbs.
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/client/proc/restart_controller(controller in list("Master", "Failsafe", "Supply Shuttle"))
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set category = "Debug"
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set name = "Restart Controller"
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set desc = "Restart one of the various periodic loop controllers for the game (be careful!)"
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if (!holder)
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return
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switch (controller)
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if ("Master")
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new/datum/controller/master()
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feedback_add_details("admin_verb","RMC")
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if ("Failsafe")
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new /datum/controller/failsafe()
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feedback_add_details("admin_verb","RFailsafe")
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message_admins("Admin [key_name_admin(usr)] has restarted the [controller] controller.")
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/client/proc/debug_controller(controller in list("Air", "Cameras", "Configuration", "Emergency Shuttle", "failsafe", "Garbage", "Jobs", "Master", "pAI", "Radio", "Sun", "Ticker", "Vote"))
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set category = "Debug"
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set name = "debug controller"
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set desc = "debug the various periodic loop controllers for the game (be careful!)."
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if (!holder)
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return
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switch (controller)
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if ("Master")
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debug_variables(Master)
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feedback_add_details("admin_verb", "dmaster")
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if ("failsafe")
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debug_variables(Failsafe)
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feedback_add_details("admin_verb", "dfailsafe")
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if("Ticker")
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debug_variables(ticker)
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feedback_add_details("admin_verb","DTicker")
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if("Air")
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debug_variables(SSair)
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feedback_add_details("admin_verb","DAir")
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if("Jobs")
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debug_variables(job_master)
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feedback_add_details("admin_verb","DJobs")
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if("Sun")
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debug_variables(sun)
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feedback_add_details("admin_verb","DSun")
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if("Radio")
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debug_variables(radio_controller)
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feedback_add_details("admin_verb","DRadio")
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if("Emergency Shuttle")
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debug_variables(emergency_shuttle)
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feedback_add_details("admin_verb","DEmergency")
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if("Configuration")
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debug_variables(config)
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feedback_add_details("admin_verb","DConf")
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if("pAI")
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debug_variables(paiController)
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feedback_add_details("admin_verb","DpAI")
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if("Cameras")
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debug_variables(cameranet)
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feedback_add_details("admin_verb","DCameras")
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if("Vote")
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debug_variables(vote)
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feedback_add_details("admin_verb","DprocessVote")
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message_admins("Admin [key_name_admin(usr)] is debugging the [controller] controller.")
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/client/proc/rigvote()
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set category = "Debug"
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set name = "Rig Vote"
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set desc = "easily rig an ongoing vote"
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if(!vote)
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return
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var/winner
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if(vote.choices.len && alert(usr,"Pick existing choice?", "Rig", "Preexisting", "Add a new option") == "Preexisting")
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winner = input(usr,"Choose a result.","Choose a result.", vote.choices[1]) as null|anything in vote.choices
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if(!winner)
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return
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vote.choices[winner] = ARBITRARILY_LARGE_NUMBER
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else
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if(vote.ismapvote)
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var/all_maps = get_all_maps()
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winner = input(usr, "Pick a map.") as null|anything in all_maps
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if(!winner)
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return
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var/path = all_maps[winner]
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vote.ismapvote[winner] = path
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to_chat(usr,"<span class='info'>Set path as [path]. Hope that's right...</span>")
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else
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winner = input(usr,"Add a result.","Add a result","") as text|null
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if(!winner)
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return
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vote.choices[winner] = ARBITRARILY_LARGE_NUMBER
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message_admins("Admin [key_name_admin(usr)] rigged the vote for [winner].")
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log_admin("Admin [key_name(usr)] rigged the vote for [winner]. Choices were [vote.choices.Join(", ")]")
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