Merge branch 'master' into upstream-merge-31913
This commit is contained in:
@@ -441,7 +441,7 @@
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dat += "<tr><td><a href='?_src_=vars;[HrefToken()];Vars=\ref[N]'>[N.name]([N.key])</a><i>Head body destroyed!</i></td>"
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dat += "<td><A href='?priv_msg=[N.key]'>PM</A></td></tr>"
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dat += "</table>"
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if(SSticker.mode.changelings.len > 0)
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dat += "<br><table cellspacing=5><tr><td><B>Changelings</B></td><td></td><td></td></tr>"
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for(var/datum/mind/changeling in SSticker.mode.changelings)
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@@ -596,11 +596,12 @@
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if(blob_minds.len)
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dat += "<br><table cellspacing=5><tr><td><B>Blob</B></td><td></td><td></td></tr>"
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for(var/datum/mind/blob in blob_minds)
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var/mob/M = blob.current
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var/mob/camera/blob/M = blob.current
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if(M)
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dat += "<tr><td><a href='?_src_=holder;[HrefToken()];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(No Client)</i>"][M.stat == DEAD ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
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dat += "<td><A href='?priv_msg=[M.ckey]'>PM</A></td>"
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dat += "<td><A href='?_src_=holder;[HrefToken()];adminplayerobservefollow=\ref[M]'>FLW</a></td></tr>"
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dat += "<tr><td><i>Progress: [M.blobs_legit.len]/[M.blobwincount]</i></td></tr>"
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else
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dat += "<tr><td><a href='?_src_=vars;[HrefToken()];Vars=\ref[blob]'>[blob.name]([blob.key])</a><i>Blob not found!</i></td>"
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dat += "<td><A href='?priv_msg=[blob.key]'>PM</A></td></tr>"
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@@ -262,10 +262,7 @@ GLOBAL_PROTECT(LastAdminCalledProc)
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if(ishuman(M))
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log_admin("[key_name(src)] has blobized [M.key].")
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var/mob/living/carbon/human/H = M
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spawn(0)
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var/mob/camera/blob/B = H.become_overmind(FALSE)
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B.place_blob_core(B.base_point_rate, -1) //place them wherever they are
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H.become_overmind()
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else
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alert("Invalid mob")
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@@ -305,15 +305,6 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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/mob/dead/observer/is_active()
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return 0
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/mob/dead/observer/Stat()
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..()
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if(statpanel("Status"))
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if(SSticker.HasRoundStarted())
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if(istype(SSticker.mode, /datum/game_mode/blob))
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var/datum/game_mode/blob/B = SSticker.mode
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if(B.message_sent)
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stat(null, "Blobs to Blob Win: [GLOB.blobs_legit.len]/[B.blobwincount]")
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/mob/dead/observer/verb/reenter_corpse()
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set category = "Ghost"
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set name = "Re-enter Corpse"
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@@ -196,7 +196,7 @@
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M.pass_flags &= ~PASSMOB
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now_pushing = 0
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if(!move_failed)
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return 1
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@@ -780,16 +780,6 @@
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/mob/living/proc/get_standard_pixel_y_offset(lying = 0)
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return initial(pixel_y)
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/mob/living/Stat()
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..()
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if(statpanel("Status"))
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if(SSticker && SSticker.mode)
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if(istype(SSticker.mode, /datum/game_mode/blob))
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var/datum/game_mode/blob/B = SSticker.mode
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if(B.message_sent)
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stat(null, "Blobs to Blob Win: [GLOB.blobs_legit.len]/[B.blobwincount]")
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/mob/living/cancel_camera()
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..()
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cameraFollow = null
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@@ -159,18 +159,18 @@ Difficulty: Medium
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Shoot(target)
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changeNext_move(CLICK_CD_RANGE)
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//I'm still of the belief that this entire proc needs to be wiped from existence.
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// do not take my touching of it to be endorsement of it. ~mso
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/proc/quick_attack_loop()
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if(next_move <= world.time)
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stoplag(1)
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.() //retry
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return
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sleep((next_move - world.time) * 1.5)
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while(!QDELETED(target) && next_move <= world.time) //this is done this way because next_move can change to be sooner while we sleep.
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stoplag(1)
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sleep((next_move - world.time) * 1.5) //but don't ask me what the fuck this is about
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if(QDELETED(target))
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return
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if(dashing || next_move > world.time || !Adjacent(target))
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if(dashing && next_move <= world.time)
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next_move = world.time + 1
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.() //recurse
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INVOKE_ASYNC(src, .proc/quick_attack_loop) //lets try that again.
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return
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AttackingTarget()
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@@ -335,9 +335,9 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
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/proc/is_special_character(mob/M) // returns 1 for special characters and 2 for heroes of gamemode //moved out of admins.dm because things other than admin procs were calling this.
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if(!SSticker.HasRoundStarted())
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return 0
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return FALSE
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if(!istype(M))
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return 0
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return FALSE
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if(issilicon(M))
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if(iscyborg(M)) //For cyborgs, returns 1 if the cyborg has a law 0 and special_role. Returns 0 if the borg is merely slaved to an AI traitor.
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var/mob/living/silicon/robot/R = M
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@@ -346,13 +346,13 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
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if(R.connected_ai)
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if(is_special_character(R.connected_ai) && R.connected_ai.laws && (R.connected_ai.laws.zeroth_borg == R.laws.zeroth || R.connected_ai.laws.zeroth == R.laws.zeroth))
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return 0 //AI is the real traitor here, so the borg itself is not a traitor
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return 1 //Slaved but also a traitor
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return 1 //Unslaved, traitor
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return TRUE//Slaved but also a traitor
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return TRUE //Unslaved, traitor
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else if(isAI(M))
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var/mob/living/silicon/ai/A = M
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if(A.laws && A.laws.zeroth && A.mind && A.mind.special_role)
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return 1
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return 0
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return TRUE
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return FALSE
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if(M.mind && M.mind.special_role)//If they have a mind and special role, they are some type of traitor or antagonist.
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switch(SSticker.mode.config_tag)
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if("revolution")
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@@ -379,8 +379,10 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
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if("abductor")
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if(M.mind in SSticker.mode.abductors)
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return 2
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return 1
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return 0
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return TRUE
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if(M.mind && LAZYLEN(M.mind.antag_datums)) //they have an antag datum!
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return TRUE
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return FALSE
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/mob/proc/reagent_check(datum/reagent/R) // utilized in the species code
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return 1
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@@ -376,8 +376,6 @@
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if(!transfer_after)
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mind.active = FALSE
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mind.transfer_to(R)
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if(mind.special_role)
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R.mind.store_memory("In case you look at this after being borged, the objectives are only here until I find a way to make them not show up for you, as I can't simply delete them without screwing up round-end reporting. --NeoFite")
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else if(transfer_after)
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R.key = key
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+114
-112
@@ -1,112 +1,114 @@
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/datum/orbit
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var/atom/movable/orbiter
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var/atom/orbiting
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var/lock = TRUE
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var/turf/lastloc
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var/lastprocess
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/datum/orbit/New(_orbiter, _orbiting, _lock)
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orbiter = _orbiter
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orbiting = _orbiting
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SSorbit.processing += src
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if (!orbiting.orbiters)
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orbiting.orbiters = list()
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orbiting.orbiters += src
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if (orbiter.orbiting)
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orbiter.stop_orbit()
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orbiter.orbiting = src
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Check()
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lock = _lock
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//do not qdel directly, use stop_orbit on the orbiter. (This way the orbiter can bind to the orbit stopping)
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/datum/orbit/Destroy(force = FALSE)
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SSorbit.processing -= src
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if (orbiter)
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orbiter.orbiting = null
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orbiter = null
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if (orbiting)
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if (orbiting.orbiters)
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orbiting.orbiters -= src
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if (!orbiting.orbiters.len)//we are the last orbit, delete the list
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orbiting.orbiters = null
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orbiting = null
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return ..()
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/datum/orbit/proc/Check(turf/targetloc)
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if (!orbiter)
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qdel(src)
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return
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if (!orbiting)
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orbiter.stop_orbit()
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return
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if (!orbiter.orbiting) //admin wants to stop the orbit.
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orbiter.orbiting = src //set it back to us first
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orbiter.stop_orbit()
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lastprocess = world.time
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if (!targetloc)
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targetloc = get_turf(orbiting)
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if (!targetloc || (!lock && orbiter.loc != lastloc && orbiter.loc != targetloc))
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orbiter.stop_orbit()
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return
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orbiter.loc = targetloc
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orbiter.update_parallax_contents()
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lastloc = orbiter.loc
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/atom/movable/var/datum/orbit/orbiting = null
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/atom/var/list/orbiters = null
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//A: atom to orbit
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//radius: range to orbit at, radius of the circle formed by orbiting (in pixels)
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//clockwise: whether you orbit clockwise or anti clockwise
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//rotation_speed: how fast to rotate (how many ds should it take for a rotation to complete)
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//rotation_segments: the resolution of the orbit circle, less = a more block circle, this can be used to produce hexagons (6 segments) triangles (3 segments), and so on, 36 is the best default.
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//pre_rotation: Chooses to rotate src 90 degress towards the orbit dir (clockwise/anticlockwise), useful for things to go "head first" like ghosts
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//lockinorbit: Forces src to always be on A's turf, otherwise the orbit cancels when src gets too far away (eg: ghosts)
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/atom/movable/proc/orbit(atom/A, radius = 10, clockwise = FALSE, rotation_speed = 20, rotation_segments = 36, pre_rotation = TRUE, lockinorbit = FALSE)
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if (!istype(A))
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return
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new/datum/orbit(src, A, lockinorbit)
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if (!orbiting) //something failed, and our orbit datum deleted itself
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return
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var/matrix/initial_transform = matrix(transform)
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//Head first!
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if (pre_rotation)
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var/matrix/M = matrix(transform)
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var/pre_rot = 90
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if(!clockwise)
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pre_rot = -90
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M.Turn(pre_rot)
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transform = M
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var/matrix/shift = matrix(transform)
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shift.Translate(0,radius)
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transform = shift
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SpinAnimation(rotation_speed, -1, clockwise, rotation_segments)
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//we stack the orbits up client side, so we can assign this back to normal server side without it breaking the orbit
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transform = initial_transform
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/atom/movable/proc/stop_orbit()
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SpinAnimation(0,0)
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qdel(orbiting)
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/atom/Destroy(force = FALSE)
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. = ..()
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if (orbiters)
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for (var/thing in orbiters)
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var/datum/orbit/O = thing
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if (O.orbiter)
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O.orbiter.stop_orbit()
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/atom/movable/Destroy(force = FALSE)
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. = ..()
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if (orbiting)
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stop_orbit()
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/datum/orbit
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var/atom/movable/orbiter
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var/atom/orbiting
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var/lock = TRUE
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var/turf/lastloc
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var/lastprocess
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/datum/orbit/New(_orbiter, _orbiting, _lock)
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orbiter = _orbiter
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orbiting = _orbiting
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SSorbit.processing += src
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if (!orbiting.orbiters)
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orbiting.orbiters = list()
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orbiting.orbiters += src
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if (orbiter.orbiting)
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orbiter.stop_orbit()
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orbiter.orbiting = src
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Check()
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lock = _lock
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//do not qdel directly, use stop_orbit on the orbiter. (This way the orbiter can bind to the orbit stopping)
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/datum/orbit/Destroy(force = FALSE)
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SSorbit.processing -= src
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if (orbiter)
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orbiter.orbiting = null
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orbiter = null
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if (orbiting)
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if (orbiting.orbiters)
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orbiting.orbiters -= src
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if (!orbiting.orbiters.len)//we are the last orbit, delete the list
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orbiting.orbiters = null
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orbiting = null
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return ..()
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/datum/orbit/proc/Check(turf/targetloc)
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if (!orbiter)
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qdel(src)
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return
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if (!orbiting)
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orbiter.stop_orbit()
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return
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if (!orbiter.orbiting) //admin wants to stop the orbit.
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orbiter.orbiting = src //set it back to us first
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orbiter.stop_orbit()
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lastprocess = world.time
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if (!targetloc)
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targetloc = get_turf(orbiting)
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if (!targetloc || (!lock && orbiter.loc != lastloc && orbiter.loc != targetloc))
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orbiter.stop_orbit()
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return
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orbiter.loc = targetloc
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orbiter.update_parallax_contents()
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lastloc = orbiter.loc
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for(var/other_orbit in orbiter.orbiters)
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var/datum/orbit/OO = other_orbit
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if(OO == src)
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continue
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OO.Check(targetloc)
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/atom/movable/var/datum/orbit/orbiting = null
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/atom/var/list/orbiters = null
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//A: atom to orbit
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//radius: range to orbit at, radius of the circle formed by orbiting (in pixels)
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//clockwise: whether you orbit clockwise or anti clockwise
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//rotation_speed: how fast to rotate (how many ds should it take for a rotation to complete)
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//rotation_segments: the resolution of the orbit circle, less = a more block circle, this can be used to produce hexagons (6 segments) triangles (3 segments), and so on, 36 is the best default.
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//pre_rotation: Chooses to rotate src 90 degress towards the orbit dir (clockwise/anticlockwise), useful for things to go "head first" like ghosts
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//lockinorbit: Forces src to always be on A's turf, otherwise the orbit cancels when src gets too far away (eg: ghosts)
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/atom/movable/proc/orbit(atom/A, radius = 10, clockwise = FALSE, rotation_speed = 20, rotation_segments = 36, pre_rotation = TRUE, lockinorbit = FALSE)
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if (!istype(A))
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return
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new/datum/orbit(src, A, lockinorbit)
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if (!orbiting) //something failed, and our orbit datum deleted itself
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return
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var/matrix/initial_transform = matrix(transform)
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||||
//Head first!
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if (pre_rotation)
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var/matrix/M = matrix(transform)
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var/pre_rot = 90
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if(!clockwise)
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pre_rot = -90
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M.Turn(pre_rot)
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transform = M
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var/matrix/shift = matrix(transform)
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shift.Translate(0,radius)
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transform = shift
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||||
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SpinAnimation(rotation_speed, -1, clockwise, rotation_segments)
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||||
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||||
//we stack the orbits up client side, so we can assign this back to normal server side without it breaking the orbit
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||||
transform = initial_transform
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||||
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||||
/atom/movable/proc/stop_orbit()
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SpinAnimation(0,0)
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qdel(orbiting)
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||||
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||||
/atom/Destroy(force = FALSE)
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||||
. = ..()
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if (orbiters)
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||||
for (var/thing in orbiters)
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||||
var/datum/orbit/O = thing
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||||
if (O.orbiter)
|
||||
O.orbiter.stop_orbit()
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||||
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||||
/atom/movable/Destroy(force = FALSE)
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||||
. = ..()
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||||
if (orbiting)
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||||
stop_orbit()
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||||
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||||
@@ -25,10 +25,6 @@
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||||
P.loc = src
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||||
bin_pen = P
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||||
update_icon()
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||||
var/static/warned = FALSE
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||||
if(P.type == /obj/item/pen && !warned)
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||||
warning("one or more paperbins ate a pen duing initialize()")
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warned = TRUE
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||||
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||||
/obj/item/paper_bin/fire_act(exposed_temperature, exposed_volume)
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if(!total_paper)
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||||
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||||
@@ -142,7 +142,7 @@
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||||
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||||
for(var/mob/living/carbon/food in GLOB.living_mob_list) //we don't care about constructs or cult-Ians or whatever. cult-monkeys are fair game i guess
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||||
var/turf/pos = get_turf(food)
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||||
if(pos.z != src.z)
|
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if(!pos || (pos.z != z))
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continue
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||||
|
||||
if(iscultist(food))
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||||
@@ -163,7 +163,7 @@
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||||
if(!ghost.client)
|
||||
continue
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||||
var/turf/pos = get_turf(ghost)
|
||||
if(pos.z != src.z)
|
||||
if(!pos || (pos.z != z))
|
||||
continue
|
||||
cultists += ghost
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||||
if(cultists.len)
|
||||
|
||||
@@ -220,7 +220,7 @@
|
||||
var/mob/M = safepick(mobs)
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||||
if(M)
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||||
return M.lowest_buckled_mob()
|
||||
var/obj/O = safepick(typecache_filter_list(T, GLOB.typecache_machine_or_structure)) - A
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||||
var/obj/O = safepick(typecache_filter_list(T, GLOB.typecache_machine_or_structure) - A)
|
||||
if(O)
|
||||
return O
|
||||
|
||||
|
||||
Reference in New Issue
Block a user