yeehaw it's done
This commit is contained in:
@@ -128,7 +128,7 @@
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if (smooth & SMOOTH_DIAGONAL)
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for (var/O in overlays)
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var/image/I = O
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if (copytext(I.icon_state, 1, 3) == "d-")
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if(copytext(I.icon_state, 1, 3) == "d-") //3 == length("d-") + 1
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return
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var/stuff_on_wall = 0
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@@ -29,13 +29,19 @@
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var/list/diseases = list()
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SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions, diseases)
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var/direction = pick(directions)
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for(var/i in 0 to pick(0, 200; 1, 150; 2, 50))
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sleep(2)
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if(i > 0)
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var/dist = 0
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if(prob(50)) //yes this and the one below are different for a reason.
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if(prob(25))
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dist = 2
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else
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dist = 1
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if(dist)
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for(var/i in 1 to dist)
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sleep(2)
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var/obj/effect/decal/cleanable/blood/splatter/xeno/splat = new /obj/effect/decal/cleanable/blood/splatter/xeno(loc, diseases)
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splat.transfer_blood_dna(blood_DNA, diseases)
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if(!step_to(src, get_step(src, direction), 0))
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break
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if(!step_to(src, get_step(src, direction), 0))
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break
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/obj/effect/decal/cleanable/blood/gibs/xeno/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
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@@ -5,6 +5,7 @@
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layer = LOW_OBJ_LAYER
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
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mergeable_decal = FALSE
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bloodiness = 0 //This isn't supposed to be bloody.
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var/body_colors = "#e3ba84" //a default color just in case.
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var/gibs_reagent_id = /datum/reagent/liquidgibs
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var/gibs_bloodtype = "A+"
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@@ -19,7 +20,6 @@
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add_blood_DNA(list("Non-human DNA" = gibs_bloodtype, diseases))
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update_icon()
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/obj/effect/decal/cleanable/blood/gibs/update_icon()
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add_atom_colour(blood_DNA_to_color(), FIXED_COLOUR_PRIORITY)
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cut_overlays()
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@@ -44,13 +44,18 @@
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var/list/diseases = list()
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SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions, diseases)
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var/direction = pick(directions)
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for(var/i in 0 to pick(0, 200; 1, 150; 2, 50))
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sleep(2)
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if(i > 0)
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var/dist = 0
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if(prob(50)) //yes this and the one below are different for a reason.
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if(prob(25))
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dist = 2
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else
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dist = 1
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if(dist)
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for(var/i in 1 to dist)
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var/obj/effect/decal/cleanable/blood/splatter/splat = new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
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splat.transfer_blood_dna(blood_DNA, diseases)
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if(!step_to(src, get_step(src, direction), 0))
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break
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if(!step_to(src, get_step(src, direction), 0))
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break
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/obj/effect/decal/cleanable/blood/gibs/up
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random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
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@@ -5,12 +5,12 @@
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icon_state = "floor1"
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random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
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blood_state = BLOOD_STATE_BLOOD
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bloodiness = MAX_SHOE_BLOODINESS
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bloodiness = BLOOD_AMOUNT_PER_DECAL
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color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
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/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
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if (C.blood_DNA)
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blood_DNA |= C.blood_DNA.Copy()
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blood_DNA |= C.blood_DNA
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update_icon()
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..()
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@@ -273,6 +273,27 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
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GLOB.newplayer_start += loc
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return INITIALIZE_HINT_QDEL
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/obj/effect/landmark/start/nuclear_equipment
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name = "bomb or clown beacon spawner"
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var/nukie_path = /obj/item/sbeacondrop/bomb
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var/clown_path = /obj/item/sbeacondrop/clownbomb
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/obj/effect/landmark/start/nuclear_equipment/after_round_start()
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var/npath = nukie_path
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if(istype(SSticker.mode, /datum/game_mode/nuclear/clown_ops))
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npath = clown_path
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else if(istype(SSticker.mode, /datum/game_mode/dynamic))
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var/datum/game_mode/dynamic/D = SSticker.mode
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if(locate(/datum/dynamic_ruleset/roundstart/nuclear/clown_ops) in D.current_rules)
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npath = clown_path
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new npath(loc)
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return ..()
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/obj/effect/landmark/start/nuclear_equipment/minibomb
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name = "minibomb or bombanana spawner"
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nukie_path = /obj/item/storage/box/minibombs
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clown_path = /obj/item/storage/box/bombananas
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/obj/effect/landmark/latejoin
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name = "JoinLate"
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@@ -109,4 +109,4 @@
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/obj/effect/abstract/proximity_checker/Crossed(atom/movable/AM)
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set waitfor = FALSE
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monitor.hasprox_receiver.HasProximity(AM)
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monitor?.hasprox_receiver.HasProximity(AM)
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@@ -249,7 +249,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
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var/datum/asset/assets = get_asset_datum(/datum/asset/spritesheet/pipes)
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assets.send(user)
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ui = new(user, src, ui_key, "rpd", name, 425, 515, master_ui, state)
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ui = new(user, src, ui_key, "rpd", name, 425, 472, master_ui, state)
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ui.open()
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/obj/item/pipe_dispenser/ui_data(mob/user)
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@@ -316,9 +316,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
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playeffect = FALSE
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if("mode")
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var/n = text2num(params["mode"])
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if(n == 2 && !(mode&1) && !(mode&2))
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mode |= 3
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else if(mode&n)
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if(mode & n)
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mode &= ~n
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else
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mode |= n
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@@ -327,6 +325,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
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spark_system.start()
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effectcooldown = world.time + 100
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playsound(get_turf(src), 'sound/effects/pop.ogg', 50, 0)
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return TRUE
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/obj/item/pipe_dispenser/pre_attack(atom/A, mob/user)
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var/turf/T = get_turf(A)
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@@ -269,14 +269,11 @@ update_label("John Doe", "Clowny")
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if(isliving(user) && user.mind)
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if(user.mind.special_role || anyone)
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if(alert(user, "Action", "Agent ID", "Show", "Forge") == "Forge")
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var/t = copytext(sanitize(input(user, "What name would you like to put on this card?", "Agent card name", registered_name ? registered_name : (ishuman(user) ? user.real_name : user.name))as text | null),1,26)
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if(!t || t == "Unknown" || t == "floor" || t == "wall" || t == "r-wall") //Same as mob/dead/new_player/prefrences.dm
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if (t)
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alert("Invalid name.")
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var/input_name = reject_bad_name(stripped_input(user, "What name would you like to put on this card?", "Agent card name", registered_name ? registered_name : (ishuman(user) ? user.real_name : user.name), MAX_NAME_LEN), TRUE)
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if(!input_name)
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return
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registered_name = t
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var/u = copytext(sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")as text | null),1,MAX_MESSAGE_LEN)
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var/u = stripped_input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant", MAX_MESSAGE_LEN)
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if(!u)
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registered_name = ""
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return
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@@ -407,7 +407,7 @@
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to_chat(user, "<span class='notice'>You spray a [temp] on \the [target.name]</span>")
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if(length(text_buffer) > 1)
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text_buffer = copytext(text_buffer,2)
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text_buffer = copytext(text_buffer, length(text_buffer[1]) + 1)
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SStgui.update_uis(src)
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if(post_noise)
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@@ -292,7 +292,7 @@ GLOBAL_LIST_EMPTY(PDAs)
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dat += text("ID: <a href='?src=[REF(src)];choice=Authenticate'>[id ? "[id.registered_name], [id.assignment]" : "----------"]")
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dat += text("<br><a href='?src=[REF(src)];choice=UpdateInfo'>[id ? "Update PDA Info" : ""]</A><br><br>")
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dat += "[STATION_TIME_TIMESTAMP("hh:mm:ss")]<br>" //:[world.time / 100 % 6][world.time / 100 % 10]"
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dat += "[STATION_TIME_TIMESTAMP("hh:mm:ss", world.time)]<br>" //:[world.time / 100 % 6][world.time / 100 % 10]"
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dat += "[time2text(world.realtime, "MMM DD")] [GLOB.year_integer]"
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dat += "<br><br>"
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@@ -641,13 +641,13 @@ GLOBAL_LIST_EMPTY(PDAs)
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if("Clear")//Clears messages
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tnote = null
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if("Ringtone")
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var/t = input(U, "Please enter new ringtone", name, ttone) as text
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var/t = stripped_input(U, "Please enter new ringtone", name, ttone, 20)
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if(in_range(src, U) && loc == U && t)
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if(SEND_SIGNAL(src, COMSIG_PDA_CHANGE_RINGTONE, U, t) & COMPONENT_STOP_RINGTONE_CHANGE)
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U << browse(null, "window=pda")
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return
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else
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ttone = copytext(sanitize(t), 1, 20)
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ttone = t
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else
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U << browse(null, "window=pda")
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return
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@@ -309,9 +309,14 @@ Code:
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var/list/S = list(" Off","AOff"," On", " AOn")
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var/list/chg = list("N","C","F")
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//Neither copytext nor copytext_char is appropriate here; neither 30 UTF-8 code units nor 30 code points equates to 30 columns of output.
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//Some glyphs are very tall or very wide while others are small or even take up no space at all.
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//Emojis can take modifiers which are many characters but render as only one glyph.
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//A proper solution here (as far as Unicode goes, maybe not ideal as far as markup goes, a table would be better)
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//would be to use <span style="width: NNNpx; overflow: none;">[A.area.name]</span>
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for(var/obj/machinery/power/apc/A in L)
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menu += copytext(add_tspace(A.area.name, 30), 1, 30)
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menu += " [S[A.equipment+1]] [S[A.lighting+1]] [S[A.environ+1]] [add_lspace(DisplayPower(A.lastused_total), 6)] [A.cell ? "[add_lspace(round(A.cell.percent()), 3)]% [chg[A.charging+1]]" : " N/C"]<BR>"
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menu += copytext_char(add_trailing(A.area.name, 30, " "), 1, 30)
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menu += " [S[A.equipment+1]] [S[A.lighting+1]] [S[A.environ+1]] [add_leading(DisplayPower(A.lastused_total), 6, " ")] [A.cell ? "[add_leading(round(A.cell.percent()), 3, " ")]% [chg[A.charging+1]]" : " N/C"]<BR>"
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menu += "</FONT></PRE>"
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@@ -73,8 +73,10 @@ GLOBAL_LIST_EMPTY(GPS_list)
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return
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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var/gps_window_height = 300 + GLOB.GPS_list.len * 20 // Variable window height, depending on how many GPS units there are to show
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ui = new(user, src, ui_key, "gps", "Global Positioning System", 600, gps_window_height, master_ui, state) //width, height
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// Variable window height, depending on how many GPS units there are
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// to show, clamped to relatively safe range.
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var/gps_window_height = CLAMP(325 + GLOB.GPS_list.len * 14, 325, 700)
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ui = new(user, src, ui_key, "gps", "Global Positioning System", 470, gps_window_height, master_ui, state) //width, height
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ui.open()
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ui.set_autoupdate(state = updating)
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@@ -91,6 +93,8 @@ GLOBAL_LIST_EMPTY(GPS_list)
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var/turf/curr = get_turf(src)
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data["current"] = "[get_area_name(curr, TRUE)] ([curr.x], [curr.y], [curr.z])"
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data["currentArea"] = "[get_area_name(curr, TRUE)]"
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data["currentCoords"] = "[curr.x], [curr.y], [curr.z]"
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var/list/signals = list()
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data["signals"] = list()
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@@ -104,16 +108,10 @@ GLOBAL_LIST_EMPTY(GPS_list)
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continue
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var/list/signal = list()
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signal["entrytag"] = G.gpstag //Name or 'tag' of the GPS
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signal["area"] = get_area_name(G, TRUE)
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signal["coord"] = "[pos.x], [pos.y], [pos.z]"
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signal["coords"] = "[pos.x], [pos.y], [pos.z]"
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if(pos.z == curr.z) //Distance/Direction calculations for same z-level only
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signal["dist"] = max(get_dist(curr, pos), 0) //Distance between the src and remote GPS turfs
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signal["degrees"] = round(Get_Angle(curr, pos)) //0-360 degree directional bearing, for more precision.
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var/direction = uppertext(dir2text(get_dir(curr, pos))) //Direction text (East, etc). Not as precise, but still helpful.
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if(!direction)
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direction = "CENTER"
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signal["degrees"] = "N/A"
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signal["direction"] = direction
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signals += list(signal) //Add this signal to the list of signals
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data["signals"] = signals
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@@ -101,7 +101,7 @@
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if(href_list["reset_radio_short"])
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pai.unshort_radio()
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if(href_list["setlaws"])
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var/newlaws = copytext(sanitize(input("Enter any additional directives you would like your pAI personality to follow. Note that these directives will not override the personality's allegiance to its imprinted master. Conflicting directives will be ignored.", "pAI Directive Configuration", pai.laws.supplied[1]) as message),1,MAX_MESSAGE_LEN)
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var/newlaws = stripped_multiline_input("Enter any additional directives you would like your pAI personality to follow. Note that these directives will not override the personality's allegiance to its imprinted master. Conflicting directives will be ignored.", "pAI Directive Configuration", MAX_MESSAGE_LEN)
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if(newlaws && pai)
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pai.add_supplied_law(0,newlaws)
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if(href_list["toggle_holo"])
|
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@@ -61,7 +61,7 @@
|
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var/mob/living/carbon/C = usr
|
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if(usr.stat || usr.restrained() || C.back == src)
|
||||
return
|
||||
|
||||
|
||||
if(!usr.canUseTopic(src, BE_CLOSE))
|
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usr << browse(null, "window=radio")
|
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onclose(usr, "radio")
|
||||
@@ -127,7 +127,7 @@
|
||||
/obj/item/electropack/ui_interact(mob/user)
|
||||
if(!ishuman(user))
|
||||
return
|
||||
|
||||
|
||||
user.set_machine(src)
|
||||
var/dat = {"
|
||||
<TT>
|
||||
@@ -200,14 +200,14 @@ Code:
|
||||
|
||||
/obj/item/electropack/shockcollar/attackby(obj/item/W, mob/user, params) //moves it here because on_click is being bad
|
||||
if(istype(W, /obj/item/pen))
|
||||
var/t = input(user, "Would you like to change the name on the tag?", "Name your new pet", tagname ? tagname : "Spot") as null|text
|
||||
var/t = stripped_input(user, "Would you like to change the name on the tag?", "Name your new pet", tagname ? tagname : "Spot", MAX_NAME_LEN)
|
||||
if(t)
|
||||
tagname = copytext(sanitize(t), 1, MAX_NAME_LEN)
|
||||
name = "[initial(name)] - [tagname]"
|
||||
tagname = t
|
||||
name = "[initial(name)] - [t]"
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/electropack/shockcollar/ui_interact(mob/user) //on_click calls this
|
||||
/obj/item/electropack/shockcollar/ui_interact(mob/user) //on_click calls this
|
||||
var/dat = {"
|
||||
<TT>
|
||||
<B>Frequency/Code</B> for shock collar:<BR>
|
||||
|
||||
@@ -112,7 +112,14 @@
|
||||
. = ..()
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
if(!ui)
|
||||
ui = new(user, src, ui_key, "radio", name, 370, 220 + channels.len * 22, master_ui, state)
|
||||
var/ui_width = 360
|
||||
var/ui_height = 106
|
||||
if(subspace_transmission)
|
||||
if(channels.len > 0)
|
||||
ui_height += 6 + channels.len * 21
|
||||
else
|
||||
ui_height += 24
|
||||
ui = new(user, src, ui_key, "radio", name, ui_width, ui_height, master_ui, state)
|
||||
ui.open()
|
||||
|
||||
/obj/item/radio/ui_data(mob/user)
|
||||
|
||||
@@ -28,7 +28,7 @@ SLIME SCANNER
|
||||
/obj/item/t_scanner/attack_self(mob/user)
|
||||
|
||||
on = !on
|
||||
icon_state = copytext(icon_state, 1, length(icon_state))+"[on]"
|
||||
icon_state = copytext_char(icon_state, 1, -1) + "[on]"
|
||||
|
||||
if(on)
|
||||
START_PROCESSING(SSobj, src)
|
||||
@@ -407,19 +407,17 @@ SLIME SCANNER
|
||||
// Blood Level
|
||||
if(M.has_dna())
|
||||
var/mob/living/carbon/C = M
|
||||
var/blood_id = C.get_blood_id()
|
||||
if(blood_id)
|
||||
var/blood_typepath = C.get_blood_id()
|
||||
if(blood_typepath)
|
||||
if(ishuman(C))
|
||||
if(H.bleed_rate)
|
||||
msg += "<span class='danger'>Subject is bleeding!</span>\n"
|
||||
var/blood_percent = round((C.scan_blood_volume() / (BLOOD_VOLUME_NORMAL * C.blood_ratio))*100)
|
||||
var/blood_type = C.dna.blood_type
|
||||
if(blood_id != ("blood" || "jellyblood"))//special blood substance
|
||||
var/datum/reagent/R = GLOB.chemical_reagents_list[blood_id]
|
||||
if(!(blood_typepath in GLOB.blood_reagent_types))
|
||||
var/datum/reagent/R = GLOB.chemical_reagents_list[blood_typepath]
|
||||
if(R)
|
||||
blood_type = R.name
|
||||
else
|
||||
blood_type = blood_id
|
||||
if(C.scan_blood_volume() <= (BLOOD_VOLUME_SAFE*C.blood_ratio) && C.scan_blood_volume() > (BLOOD_VOLUME_OKAY*C.blood_ratio))
|
||||
msg += "<span class='danger'>LOW blood level [blood_percent] %, [C.scan_blood_volume()] cl,</span> <span class='info'>type: [blood_type]</span>\n"
|
||||
else if(C.scan_blood_volume() <= (BLOOD_VOLUME_OKAY*C.blood_ratio))
|
||||
|
||||
@@ -54,7 +54,7 @@
|
||||
to_chat(user, "<span class='warning'>[src] was shaken recently, it needs time to settle.</span>")
|
||||
return
|
||||
|
||||
user.visible_message("<span class='notice'>[user] starts shaking [src].</span>", "<span class='notice'>You start shaking [src].</span>", "<span class='italics'>You hear shaking and sloshing.</span>")
|
||||
user.visible_message("<span class='notice'>[user] starts shaking [src].</span>", "<span class='notice'>You start shaking [src].</span>", "<span class='hear'>You hear shaking and sloshing.</span>")
|
||||
|
||||
shaking = TRUE
|
||||
|
||||
@@ -95,16 +95,47 @@
|
||||
// except it actually ASKS THE DEAD (wooooo)
|
||||
|
||||
/obj/item/toy/eightball/haunted
|
||||
shake_time = 150
|
||||
cooldown_time = 1800
|
||||
shake_time = 30 SECONDS
|
||||
cooldown_time = 3 MINUTES
|
||||
flags_1 = HEAR_1
|
||||
var/last_message
|
||||
var/selected_message
|
||||
var/list/votes
|
||||
//these kind of store the same thing but one is easier to work with.
|
||||
var/list/votes = list()
|
||||
var/list/voted = list()
|
||||
var/static/list/haunted_answers = list(
|
||||
"yes" = list(
|
||||
"It is certain",
|
||||
"It is decidedly so",
|
||||
"Without a doubt",
|
||||
"Yes definitely",
|
||||
"You may rely on it",
|
||||
"As I see it, yes",
|
||||
"Most likely",
|
||||
"Outlook good",
|
||||
"Yes",
|
||||
"Signs point to yes"
|
||||
),
|
||||
"maybe" = list(
|
||||
"Reply hazy try again",
|
||||
"Ask again later",
|
||||
"Better not tell you now",
|
||||
"Cannot predict now",
|
||||
"Concentrate and ask again"
|
||||
),
|
||||
"no" = list(
|
||||
"Don't count on it",
|
||||
"My reply is no",
|
||||
"My sources say no",
|
||||
"Outlook not so good",
|
||||
"Very doubtful"
|
||||
)
|
||||
)
|
||||
|
||||
/obj/item/toy/eightball/haunted/Initialize(mapload)
|
||||
. = ..()
|
||||
votes = list()
|
||||
for (var/answer in haunted_answers)
|
||||
votes[answer] = 0
|
||||
GLOB.poi_list |= src
|
||||
|
||||
/obj/item/toy/eightball/haunted/Destroy()
|
||||
@@ -122,7 +153,7 @@
|
||||
interact(user)
|
||||
return ..()
|
||||
|
||||
/obj/item/toy/eightball/haunted/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, spans, message_mode, atom/movable/source)
|
||||
/obj/item/toy/eightball/haunted/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, spans, message_mode)
|
||||
. = ..()
|
||||
last_message = raw_message
|
||||
|
||||
@@ -137,38 +168,31 @@
|
||||
if(isobserver(usr))
|
||||
interact(usr)
|
||||
|
||||
/obj/item/toy/eightball/haunted/proc/get_vote_tallies()
|
||||
var/list/answers = list()
|
||||
for(var/ckey in votes)
|
||||
var/selected = votes[ckey]
|
||||
if(selected in answers)
|
||||
answers[selected]++
|
||||
else
|
||||
answers[selected] = 1
|
||||
|
||||
return answers
|
||||
|
||||
|
||||
/obj/item/toy/eightball/haunted/get_answer()
|
||||
if(!votes.len)
|
||||
return pick(possible_answers)
|
||||
var/top_amount = 0
|
||||
var/top_vote
|
||||
|
||||
var/list/tallied_votes = get_vote_tallies()
|
||||
for(var/vote in votes)
|
||||
var/amount_of_votes = length(votes[vote])
|
||||
if(amount_of_votes > top_amount)
|
||||
top_vote = vote
|
||||
top_amount = amount_of_votes
|
||||
//If one option actually has votes and there's a tie, pick between them 50/50
|
||||
else if(top_amount && amount_of_votes == top_amount && prob(50))
|
||||
top_vote = vote
|
||||
top_amount = amount_of_votes
|
||||
|
||||
// I miss python sorting, then I wouldn't have to muck about with
|
||||
// all this
|
||||
var/most_popular_answer
|
||||
var/most_amount = 0
|
||||
// yes, if there is a tie, there is an arbitary decision
|
||||
// but we never said the spirit world was fair
|
||||
for(var/A in tallied_votes)
|
||||
var/amount = tallied_votes[A]
|
||||
if(amount > most_amount)
|
||||
most_popular_answer = A
|
||||
if(isnull(top_vote))
|
||||
top_vote = pick(votes)
|
||||
|
||||
return most_popular_answer
|
||||
for(var/vote in votes)
|
||||
votes[vote] = 0
|
||||
|
||||
/obj/item/toy/eightball/haunted/ui_interact(mob/user, ui_key="main", datum/tgui/ui=null, force_open=0, datum/tgui/master_ui=null, datum/ui_state/state = GLOB.observer_state)
|
||||
voted.Cut()
|
||||
|
||||
return top_vote
|
||||
|
||||
/obj/item/toy/eightball/haunted/ui_interact(mob/user, ui_key="main", datum/tgui/ui=null, force_open=0, datum/tgui/master_ui=null, datum/ui_state/state = GLOB.always_state)
|
||||
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
if(!ui)
|
||||
@@ -179,21 +203,13 @@
|
||||
var/list/data = list()
|
||||
data["shaking"] = shaking
|
||||
data["question"] = selected_message
|
||||
var/list/tallied_votes = get_vote_tallies()
|
||||
|
||||
data["answers"] = list()
|
||||
|
||||
for(var/pa in possible_answers)
|
||||
for(var/pa in haunted_answers)
|
||||
var/list/L = list()
|
||||
L["answer"] = pa
|
||||
var/amount = 0
|
||||
if(pa in tallied_votes)
|
||||
amount = tallied_votes[pa]
|
||||
L["amount"] = amount
|
||||
var/selected = FALSE
|
||||
if(votes[user.ckey] == pa)
|
||||
selected = TRUE
|
||||
L["selected"] = selected
|
||||
L["amount"] = votes[pa]
|
||||
L["selected"] = voted[user.ckey]
|
||||
|
||||
data["answers"] += list(L)
|
||||
return data
|
||||
@@ -206,8 +222,11 @@
|
||||
switch(action)
|
||||
if("vote")
|
||||
var/selected_answer = params["answer"]
|
||||
if(!(selected_answer in possible_answers))
|
||||
if(!(selected_answer in haunted_answers))
|
||||
return
|
||||
if(user.ckey in voted)
|
||||
return
|
||||
else
|
||||
votes[user.ckey] = selected_answer
|
||||
. = TRUE
|
||||
votes[selected_answer] += 1
|
||||
voted[user.ckey] = selected_answer
|
||||
. = TRUE
|
||||
@@ -34,12 +34,12 @@
|
||||
|
||||
/obj/item/grenade/proc/clown_check(mob/living/carbon/human/user)
|
||||
var/clumsy = HAS_TRAIT(user, TRAIT_CLUMSY)
|
||||
if(clumsy && (clumsy_check == GRENADE_CLUMSY_FUMBLE))
|
||||
if(prob(50))
|
||||
if(clumsy)
|
||||
if(clumsy_check == GRENADE_CLUMSY_FUMBLE && prob(50))
|
||||
to_chat(user, "<span class='warning'>Huh? How does this thing work?</span>")
|
||||
preprime(user, 5, FALSE)
|
||||
return FALSE
|
||||
else if(!clumsy && (clumsy_check == GRENADE_NONCLUMSY_FUMBLE))
|
||||
else if(clumsy_check == GRENADE_NONCLUMSY_FUMBLE && !(user.mind && HAS_TRAIT(user.mind, TRAIT_CLOWN_MENTALITY)))
|
||||
to_chat(user, "<span class='warning'>You pull the pin on [src]. Attached to it is a pink ribbon that says, \"<span class='clown'>HONK</span>\"</span>")
|
||||
preprime(user, 5, FALSE)
|
||||
return FALSE
|
||||
|
||||
@@ -92,6 +92,14 @@
|
||||
creation_time = 0
|
||||
max_signs = 3
|
||||
|
||||
/obj/item/holosign_creator/combifan
|
||||
name = "ATMOS holo-combifan projector"
|
||||
desc = "A holographic projector that creates holographic combi-fans that prevent changes in atmosphere and temperature conditions. Somehow."
|
||||
icon_state = "signmaker_atmos"
|
||||
holosign_type = /obj/structure/holosign/barrier/combifan
|
||||
creation_time = 0
|
||||
max_signs = 3
|
||||
|
||||
/obj/item/holosign_creator/medical
|
||||
name = "\improper PENLITE barrier projector"
|
||||
desc = "A holographic projector that creates PENLITE holobarriers. Useful during quarantines since they halt those with malicious diseases."
|
||||
|
||||
@@ -72,20 +72,21 @@
|
||||
display_names += list(initial(A.name) = A)
|
||||
|
||||
var/choice = input(M,"What holy armor kit would you like to order?","Holy Armor Theme") as null|anything in display_names
|
||||
if(QDELETED(src) || !choice || M.stat || !in_range(M, src) || M.restrained() || !M.canmove || GLOB.holy_armor_type)
|
||||
var/turf/T = get_turf(M)
|
||||
if(!T || QDELETED(src) || !choice || M.stat || !in_range(M, src) || M.restrained() || !M.canmove || GLOB.holy_armor_type)
|
||||
return
|
||||
|
||||
var/index = display_names.Find(choice)
|
||||
var/A = holy_armor_list[index]
|
||||
|
||||
GLOB.holy_armor_type = A
|
||||
var/holy_armor_box = new A
|
||||
var/holy_armor_box = new A(T)
|
||||
|
||||
SSblackbox.record_feedback("tally", "chaplain_armor", 1, "[choice]")
|
||||
|
||||
if(holy_armor_box)
|
||||
qdel(src)
|
||||
M.put_in_active_hand(holy_armor_box)///YOU COMPILED
|
||||
M.put_in_hands(holy_armor_box)
|
||||
|
||||
/obj/item/storage/box/holy
|
||||
name = "Templar Kit"
|
||||
|
||||
@@ -77,7 +77,10 @@
|
||||
return TRUE
|
||||
if (user.get_active_held_item())
|
||||
return
|
||||
object.attack_ai(imp_in)
|
||||
if (user.CanReach(object))
|
||||
object.attack_robot(imp_in)
|
||||
else
|
||||
object.attack_ai(imp_in)
|
||||
return TRUE
|
||||
|
||||
/obj/item/implant/hijack/proc/hijack_remotely(obj/machinery/power/apc/apc)
|
||||
@@ -87,6 +90,9 @@
|
||||
if (!do_after(imp_in, 4 SECONDS,target=apc))
|
||||
to_chat(imp_in, "<span class='warning'>Aborting.</span>")
|
||||
return TRUE
|
||||
if (LAZYLEN(imp_in.siliconaccessareas) >= HIJACK_APC_MAX_AMOUNT)
|
||||
to_chat(src,"<span class='warning'>You are connected to too many APCs! Too many more will fry your brain.</span>")
|
||||
return TRUE
|
||||
imp_in.light_power = 2
|
||||
imp_in.light_range = 2
|
||||
imp_in.light_color = COLOR_YELLOW
|
||||
@@ -99,7 +105,7 @@
|
||||
apc.set_hijacked_lighting()
|
||||
imp_in.toggleSiliconAccessArea(apc.area)
|
||||
apc.update_icon()
|
||||
stealthcooldown = world.time + 3 MINUTES
|
||||
stealthcooldown = world.time + 1 MINUTES + 30 SECONDS
|
||||
toggle_eyes()
|
||||
else
|
||||
to_chat(imp_in, "<span class='warning'>Aborting.</span>")
|
||||
|
||||
@@ -154,6 +154,7 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
|
||||
GLOBAL_LIST_INIT(plasteel_recipes, list ( \
|
||||
new/datum/stack_recipe("AI core", /obj/structure/AIcore, 4, time = 50, one_per_turf = TRUE), \
|
||||
new/datum/stack_recipe("bomb assembly", /obj/machinery/syndicatebomb/empty, 10, time = 50), \
|
||||
new/datum/stack_recipe("crate", /obj/structure/closet/crate, 5, time = 90, one_per_turf = TRUE), \
|
||||
null, \
|
||||
new /datum/stack_recipe_list("airlock assemblies", list( \
|
||||
new/datum/stack_recipe("high security airlock assembly", /obj/structure/door_assembly/door_assembly_highsecurity, 6, time = 50, one_per_turf = 1, on_floor = 1), \
|
||||
|
||||
@@ -399,11 +399,14 @@
|
||||
. = ..()
|
||||
|
||||
/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
|
||||
blood_DNA = from.blood_DNA
|
||||
fingerprints = from.fingerprints
|
||||
fingerprintshidden = from.fingerprintshidden
|
||||
fingerprintslast = from.fingerprintslast
|
||||
//TODO bloody overlay
|
||||
if(from.blood_DNA)
|
||||
blood_DNA = from.blood_DNA.Copy()
|
||||
if(from.fingerprints)
|
||||
fingerprints = from.fingerprints.Copy()
|
||||
if(from.fingerprintshidden)
|
||||
fingerprintshidden = from.fingerprintshidden.Copy()
|
||||
if(from.fingerprintslast)
|
||||
fingerprintslast = from.fingerprintslast
|
||||
|
||||
/obj/item/stack/microwave_act(obj/machinery/microwave/M)
|
||||
if(istype(M) && M.dirty < 100)
|
||||
|
||||
@@ -322,6 +322,26 @@
|
||||
for(var/i in 1 to 5)
|
||||
new /obj/item/grenade/empgrenade(src)
|
||||
|
||||
/obj/item/storage/box/minibombs
|
||||
name = "box of syndicate minibombs"
|
||||
desc = "A box containing 2 highly explosive syndicate minibombs."
|
||||
icon_state = "syndiebox"
|
||||
illustration = "frag"
|
||||
|
||||
/obj/item/storage/box/minibombs/PopulateContents()
|
||||
new /obj/item/grenade/syndieminibomb(src)
|
||||
new /obj/item/grenade/syndieminibomb(src)
|
||||
|
||||
/obj/item/storage/box/bombananas
|
||||
name = "box of bombananas"
|
||||
desc = "A box containing 2 highly explosive bombananas. Discard peel at enemy after consumption."
|
||||
icon_state = "syndiebox"
|
||||
illustration = "frag"
|
||||
|
||||
/obj/item/storage/box/bombananas/PopulateContents()
|
||||
new /obj/item/reagent_containers/food/snacks/grown/banana/bombanana(src)
|
||||
new /obj/item/reagent_containers/food/snacks/grown/banana/bombanana(src)
|
||||
|
||||
/obj/item/storage/box/trackimp
|
||||
name = "boxed tracking implant kit"
|
||||
desc = "Box full of scum-bag tracking utensils."
|
||||
@@ -1267,4 +1287,4 @@
|
||||
|
||||
/obj/item/storage/box/marshmallow/PopulateContents()
|
||||
for (var/i in 1 to 5)
|
||||
new /obj/item/reagent_containers/food/snacks/marshmallow(src)
|
||||
new /obj/item/reagent_containers/food/snacks/marshmallow(src)
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
* Cigarette Box
|
||||
* Cigar Case
|
||||
* Heart Shaped Box w/ Chocolates
|
||||
* Ring Box
|
||||
*/
|
||||
|
||||
/obj/item/storage/fancy
|
||||
@@ -352,3 +353,33 @@
|
||||
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
|
||||
STR.max_items = 8
|
||||
STR.can_hold = typecacheof(list(/obj/item/reagent_containers/food/snacks/tinychocolate))
|
||||
|
||||
/*
|
||||
* Ring Box
|
||||
*/
|
||||
|
||||
/obj/item/storage/fancy/ringbox
|
||||
name = "ring box"
|
||||
desc = "A tiny box covered in soft red felt made for holding rings."
|
||||
icon = 'icons/obj/ring.dmi'
|
||||
icon_state = "gold ringbox"
|
||||
icon_type = "gold ring"
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
spawn_type = /obj/item/clothing/gloves/ring
|
||||
|
||||
/obj/item/storage/fancy/ringbox/ComponentInitialize()
|
||||
. = ..()
|
||||
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
|
||||
STR.max_items = 1
|
||||
STR.can_hold = typecacheof(list(/obj/item/clothing/gloves/ring))
|
||||
|
||||
/obj/item/storage/fancy/ringbox/diamond
|
||||
icon_state = "diamond ringbox"
|
||||
icon_type = "diamond ring"
|
||||
spawn_type = /obj/item/clothing/gloves/ring/diamond
|
||||
|
||||
/obj/item/storage/fancy/ringbox/silver
|
||||
icon_state = "silver ringbox"
|
||||
icon_type = "silver ring"
|
||||
spawn_type = /obj/item/clothing/gloves/ring/silver
|
||||
|
||||
|
||||
@@ -35,7 +35,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
|
||||
/obj/item/storage/toolbox/update_icon()
|
||||
..()
|
||||
cut_overlays()
|
||||
if(blood_DNA && blood_DNA.len)
|
||||
if(length(blood_DNA))
|
||||
add_blood_overlay()
|
||||
if(has_latches)
|
||||
var/icon/I = icon('icons/obj/storage.dmi', latches)
|
||||
@@ -251,16 +251,12 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
|
||||
new /obj/item/ammo_box/a762(src)
|
||||
new /obj/item/ammo_box/a762(src)
|
||||
|
||||
/obj/item/storage/toolbox/gold_real
|
||||
/obj/item/storage/toolbox/plastitanium/gold_real
|
||||
name = "golden toolbox"
|
||||
desc = "A larger then normal toolbox made of gold plated plastitanium."
|
||||
icon_state = "gold"
|
||||
item_state = "toolbox_gold"
|
||||
has_latches = FALSE
|
||||
force = 16 // Less then a spear
|
||||
throwforce = 14
|
||||
throw_speed = 5
|
||||
throw_range = 10
|
||||
|
||||
/obj/item/storage/toolbox/gold_real/PopulateContents()
|
||||
new /obj/item/screwdriver/nuke(src)
|
||||
|
||||
@@ -156,7 +156,7 @@
|
||||
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
if(!ui)
|
||||
ui = new(user, src, ui_key, "tanks", name, 420, 200, master_ui, state)
|
||||
ui = new(user, src, ui_key, "tanks", name, 400, 120, master_ui, state)
|
||||
ui.open()
|
||||
|
||||
/obj/item/tank/ui_data(mob/user)
|
||||
|
||||
@@ -1244,7 +1244,7 @@
|
||||
|
||||
/obj/item/toy/clockwork_watch/examine(mob/user)
|
||||
. = ..()
|
||||
. += "<span class='info'>Station Time: [STATION_TIME_TIMESTAMP("hh:mm:ss")]"
|
||||
. += "<span class='info'>Station Time: [STATION_TIME_TIMESTAMP("hh:mm:ss", world.time)]"
|
||||
|
||||
/*
|
||||
* Toy Dagger
|
||||
|
||||
@@ -38,9 +38,9 @@
|
||||
wielded = 0
|
||||
if(!isnull(force_unwielded))
|
||||
force = force_unwielded
|
||||
var/sf = findtext(name," (Wielded)")
|
||||
var/sf = findtext(name, " (Wielded)", -10)//10 == length(" (Wielded)")
|
||||
if(sf)
|
||||
name = copytext(name,1,sf)
|
||||
name = copytext(name, 1, sf)
|
||||
else //something wrong
|
||||
name = "[initial(name)]"
|
||||
update_icon()
|
||||
@@ -347,7 +347,6 @@
|
||||
icon_state = "dualsaber[item_color][wielded]"
|
||||
else
|
||||
icon_state = "dualsaber0"
|
||||
|
||||
clean_blood()
|
||||
|
||||
/obj/item/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user)
|
||||
|
||||
@@ -60,8 +60,8 @@
|
||||
var/flagslist = splittext(set_obj_flags,";")
|
||||
var/list/string_to_objflag = GLOB.bitfields["obj_flags"]
|
||||
for (var/flag in flagslist)
|
||||
if (findtext(flag,"!",1,2))
|
||||
flag = copytext(flag,1-(length(flag))) // Get all but the initial !
|
||||
if(flag[1] == "!")
|
||||
flag = copytext(flag, length(flag[1]) + 1) // Get all but the initial !
|
||||
obj_flags &= ~string_to_objflag[flag]
|
||||
else
|
||||
obj_flags |= string_to_objflag[flag]
|
||||
|
||||
@@ -126,8 +126,10 @@
|
||||
new /obj/item/clothing/mask/bandana/black(src)
|
||||
if(prob(40))
|
||||
new /obj/item/clothing/under/assistantformal(src)
|
||||
new /obj/item/clothing/suit/hooded/wintercoat/aformal(src)
|
||||
if(prob(40))
|
||||
new /obj/item/clothing/under/assistantformal(src)
|
||||
new /obj/item/clothing/suit/hooded/wintercoat/aformal(src)
|
||||
if(prob(30))
|
||||
new /obj/item/clothing/suit/hooded/wintercoat(src)
|
||||
new /obj/item/clothing/shoes/winterboots(src)
|
||||
@@ -169,4 +171,6 @@
|
||||
if(prob(30))
|
||||
new /obj/item/clothing/suit/hooded/wintercoat(src)
|
||||
new /obj/item/clothing/shoes/winterboots(src)
|
||||
if (prob(30))
|
||||
new /obj/item/clothing/suit/hooded/wintercoat/polychromic(src)
|
||||
return
|
||||
|
||||
@@ -13,6 +13,8 @@
|
||||
climb_time = 10 //real fast, because let's be honest stepping into or onto a crate is easy
|
||||
climb_stun = 0 //climbing onto crates isn't hard, guys
|
||||
delivery_icon = "deliverycrate"
|
||||
material_drop = /obj/item/stack/sheet/plasteel
|
||||
material_drop_amount = 5
|
||||
var/obj/item/paper/fluff/jobs/cargo/manifest/manifest
|
||||
|
||||
/obj/structure/closet/crate/New()
|
||||
@@ -142,6 +144,9 @@
|
||||
new /obj/item/reagent_containers/blood/OMinus(src)
|
||||
new /obj/item/reagent_containers/blood/OPlus(src)
|
||||
new /obj/item/reagent_containers/blood/lizard(src)
|
||||
new /obj/item/reagent_containers/blood/jellyblood(src)
|
||||
new /obj/item/reagent_containers/blood/insect(src)
|
||||
new /obj/item/reagent_containers/blood/synthetics(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/reagent_containers/blood/random(src)
|
||||
|
||||
|
||||
@@ -12,9 +12,11 @@
|
||||
roundstart = FALSE
|
||||
death = FALSE
|
||||
mob_species = /datum/species/pod
|
||||
flavour_text = "<span class='big bold'>You are a sentient ecosystem,</span><b> an example of the mastery over life that your creators possessed. Your masters, benevolent as they were, created uncounted \
|
||||
seed vaults and spread them across the universe to every planet they could chart. You are in one such seed vault. Your goal is to cultivate and spread life wherever it will go while waiting \
|
||||
for contact from your creators. Estimated time of last contact: Deployment, 5x10^3 millennia ago.</b>"
|
||||
short_desc = "You are a sentient ecosystem, an example of the mastery over life that your creators possessed."
|
||||
flavour_text = "Your masters, benevolent as they were, created uncounted seed vaults and spread them across \
|
||||
the universe to every planet they could chart. You are in one such seed vault. \
|
||||
Your goal is to cultivate and spread life wherever it will go while waiting for contact from your creators. \
|
||||
Estimated time of last contact: Deployment, 5000 millennia ago."
|
||||
assignedrole = "Lifebringer"
|
||||
|
||||
/obj/effect/mob_spawn/human/seed_vault/special(mob/living/new_spawn)
|
||||
@@ -48,8 +50,10 @@
|
||||
anchored = FALSE
|
||||
move_resist = MOVE_FORCE_NORMAL
|
||||
density = FALSE
|
||||
flavour_text = "<span class='big bold'>You are an ash walker.</span><b> Your tribe worships <span class='danger'>the Necropolis</span>. The wastes are sacred ground, its monsters a blessed bounty. You would never leave its beautiful expanse. \
|
||||
You have seen lights in the distance... they foreshadow the arrival of outsiders that seek to tear apart the Necropolis and its domain. Fresh sacrifices for your nest.</b>"
|
||||
short_desc = "You are an ash walker. Your tribe worships the Necropolis."
|
||||
flavour_text = "The wastes are sacred ground, its monsters a blessed bounty. You would never leave its sacred ground. \
|
||||
You have seen lights in the distance... they foreshadow the arrival of outsiders that seek to tear apart the Necropolis and its domain. \
|
||||
Fresh sacrifices for your nest."
|
||||
assignedrole = "Ash Walker"
|
||||
|
||||
/obj/effect/mob_spawn/human/ash_walker/special(mob/living/new_spawn)
|
||||
@@ -88,8 +92,9 @@
|
||||
roundstart = FALSE
|
||||
death = FALSE
|
||||
mob_species = /datum/species/shadow
|
||||
flavour_text = "<span class='big bold'>You are cursed.</span><b> Years ago, you sacrificed the lives of your trusted friends and the humanity of yourself to reach the Wish Granter. Though you \
|
||||
did so, it has come at a cost: your very body rejects the light, dooming you to wander endlessly in this horrible wasteland.</b>"
|
||||
short_desc = "You are cursed."
|
||||
flavour_text = "Years ago, you sacrificed the lives of your trusted friends and the humanity of yourself to reach the Wish Granter. Though you \
|
||||
did so, it has come at a cost: your very body rejects the light, dooming you to wander endlessly in this horrible wasteland."
|
||||
assignedrole = "Exile"
|
||||
|
||||
/obj/effect/mob_spawn/human/exile/Destroy()
|
||||
@@ -126,9 +131,10 @@
|
||||
var/has_owner = FALSE
|
||||
var/can_transfer = TRUE //if golems can switch bodies to this new shell
|
||||
var/mob/living/owner = null //golem's owner if it has one
|
||||
flavour_text = "<span class='big bold'>You are a Free Golem.</span><b> Your family worships <span class='danger'>The Liberator</span>. In his infinite and divine wisdom, he set your clan free to \
|
||||
short_desc = "You are a Free Golem. Your family worships The Liberator."
|
||||
flavour_text = "In his infinite and divine wisdom, he set your clan free to \
|
||||
travel the stars with a single declaration: \"Yeah go do whatever.\" Though you are bound to the one who created you, it is customary in your society to repeat those same words to newborn \
|
||||
golems, so that no golem may ever be forced to serve again.</b>"
|
||||
golems, so that no golem may ever be forced to serve again."
|
||||
|
||||
/obj/effect/mob_spawn/human/golem/Initialize(mapload, datum/species/golem/species = null, mob/creator = null)
|
||||
if(species) //spawners list uses object name to register so this goes before ..()
|
||||
@@ -139,8 +145,9 @@
|
||||
if(!mapload && A)
|
||||
notify_ghosts("\A [initial(species.prefix)] golem shell has been completed in \the [A.name].", source = src, action=NOTIFY_ATTACK, flashwindow = FALSE, ignore_key = POLL_IGNORE_GOLEM, ignore_dnr_observers = TRUE)
|
||||
if(has_owner && creator)
|
||||
flavour_text = "<span class='big bold'>You are a Golem.</span><b> You move slowly, but are highly resistant to heat and cold as well as blunt trauma. You are unable to wear clothes, but can still use most tools. \
|
||||
Serve [creator], and assist [creator.p_them()] in completing [creator.p_their()] goals at any cost.</b>"
|
||||
short_desc = "You are a golem."
|
||||
flavour_text = "You move slowly, but are highly resistant to heat and cold as well as blunt trauma. You are unable to wear clothes, but can still use most tools."
|
||||
important_info = "Serve [creator], and assist [creator.p_them()] in completing [creator.p_their()] goals at any cost."
|
||||
owner = creator
|
||||
|
||||
/obj/effect/mob_spawn/human/golem/special(mob/living/new_spawn, name)
|
||||
@@ -213,8 +220,9 @@
|
||||
death = FALSE
|
||||
random = TRUE
|
||||
mob_species = /datum/species/human
|
||||
flavour_text = "<span class='big bold'>You've been stranded in this godless prison of a planet for longer than you can remember.</span><b> Each day you barely scrape by, and between the terrible \
|
||||
conditions of your makeshift shelter, the hostile creatures, and the ash drakes swooping down from the cloudless skies, all you can wish for is the feel of soft grass between your toes and \
|
||||
short_desc = "You've been stranded in this godless prison of a planet for longer than you can remember."
|
||||
flavour_text = "Each day you barely scrape by, and between the terrible conditions of your makeshift shelter, \
|
||||
the hostile creatures, and the ash drakes swooping down from the cloudless skies, all you can wish for is the feel of soft grass between your toes and \
|
||||
the fresh air of Earth. These thoughts are dispelled by yet another recollection of how you got here... "
|
||||
assignedrole = "Hermit"
|
||||
|
||||
@@ -225,20 +233,20 @@
|
||||
if(1)
|
||||
flavour_text += "you were a [pick("arms dealer", "shipwright", "docking manager")]'s assistant on a small trading station several sectors from here. Raiders attacked, and there was \
|
||||
only one pod left when you got to the escape bay. You took it and launched it alone, and the crowd of terrified faces crowding at the airlock door as your pod's engines burst to \
|
||||
life and sent you to this hell are forever branded into your memory.</b>"
|
||||
life and sent you to this hell are forever branded into your memory."
|
||||
outfit.uniform = /obj/item/clothing/under/assistantformal
|
||||
outfit.shoes = /obj/item/clothing/shoes/sneakers/black
|
||||
outfit.back = /obj/item/storage/backpack
|
||||
if(2)
|
||||
flavour_text += "you're an exile from the Tiger Cooperative. Their technological fanaticism drove you to question the power and beliefs of the Exolitics, and they saw you as a \
|
||||
heretic and subjected you to hours of horrible torture. You were hours away from execution when a high-ranking friend of yours in the Cooperative managed to secure you a pod, \
|
||||
scrambled its destination's coordinates, and launched it. You awoke from stasis when you landed and have been surviving - barely - ever since.</b>"
|
||||
scrambled its destination's coordinates, and launched it. You awoke from stasis when you landed and have been surviving - barely - ever since."
|
||||
outfit.uniform = /obj/item/clothing/under/rank/prisoner
|
||||
outfit.shoes = /obj/item/clothing/shoes/sneakers/orange
|
||||
outfit.back = /obj/item/storage/backpack
|
||||
if(3)
|
||||
flavour_text += "you were a doctor on one of Nanotrasen's space stations, but you left behind that damn corporation's tyranny and everything it stood for. From a metaphorical hell \
|
||||
to a literal one, you find yourself nonetheless missing the recycled air and warm floors of what you left behind... but you'd still rather be here than there.</b>"
|
||||
to a literal one, you find yourself nonetheless missing the recycled air and warm floors of what you left behind... but you'd still rather be here than there."
|
||||
outfit.uniform = /obj/item/clothing/under/rank/medical
|
||||
outfit.suit = /obj/item/clothing/suit/toggle/labcoat
|
||||
outfit.back = /obj/item/storage/backpack/medic
|
||||
@@ -246,7 +254,7 @@
|
||||
if(4)
|
||||
flavour_text += "you were always joked about by your friends for \"not playing with a full deck\", as they so <i>kindly</i> put it. It seems that they were right when you, on a tour \
|
||||
at one of Nanotrasen's state-of-the-art research facilities, were in one of the escape pods alone and saw the red button. It was big and shiny, and it caught your eye. You pressed \
|
||||
it, and after a terrifying and fast ride for days, you landed here. You've had time to wisen up since then, and you think that your old friends wouldn't be laughing now.</b>"
|
||||
it, and after a terrifying and fast ride for days, you landed here. You've had time to wisen up since then, and you think that your old friends wouldn't be laughing now."
|
||||
outfit.uniform = /obj/item/clothing/under/color/grey/glorf
|
||||
outfit.shoes = /obj/item/clothing/shoes/sneakers/black
|
||||
outfit.back = /obj/item/storage/backpack
|
||||
@@ -264,9 +272,10 @@
|
||||
desc = "A small sleeper typically used to instantly restore minor wounds. This one seems broken, and its occupant is comatose."
|
||||
job_description = "Lavaland Veterinarian"
|
||||
mob_name = "a translocated vet"
|
||||
flavour_text = "<span class='big bold'>What...?</span><b> Where are you? Where are the others? This is still the animal hospital - you should know, you've been an intern here for weeks - but \
|
||||
everyone's gone. One of the cats scratched you just a few minutes ago. That's why you were in the pod - to heal the scratch. The scabs are still fresh; you see them right now. So where is \
|
||||
everyone? Where did they go? What happened to the hospital? And is that <i>smoke</i> you smell? You need to find someone else. Maybe they can tell you what happened.</b>"
|
||||
short_desc = "You are a animal doctor who just woke up in lavaland"
|
||||
flavour_text = "What...? Where are you? Where are the others? This is still the animal hospital - you should know, you've been an intern here for weeks - but \
|
||||
you see them right now. So where is \
|
||||
everyone? Where did they go? What happened to the hospital? And is that <i>smoke</i> you smell? You need to find someone else. Maybe they c everyone's gone. One of the cats scratched you just a few minutes ago. That's why you were in the pod - to heal the scratch. The scabs are still fresh; an tell you what happened."
|
||||
assignedrole = "Translocated Vet"
|
||||
|
||||
/obj/effect/mob_spawn/human/doctor/alive/lavaland/Destroy()
|
||||
@@ -285,8 +294,9 @@
|
||||
outfit = /datum/outfit/lavalandprisoner
|
||||
roundstart = FALSE
|
||||
death = FALSE
|
||||
flavour_text = "<b>Good. It seems as though your ship crashed. <span class='big bold'>You're a prisoner,</span> sentenced to hard work in one of Nanotrasen's labor camps, but it seems as \
|
||||
though fate has other plans for you. You remember that you were convicted of "
|
||||
short_desc = "You're a prisoner, sentenced to hard work in one of Nanotrasen's labor camps, but it seems as \
|
||||
though fate has other plans for you."
|
||||
flavour_text = "Good. It seems as though your ship crashed. You remember that you were convicted of "
|
||||
assignedrole = "Escaped Prisoner"
|
||||
|
||||
/obj/effect/mob_spawn/human/prisoner_transport/special(mob/living/L)
|
||||
@@ -298,7 +308,7 @@
|
||||
var/list/crimes = list("murder", "larceny", "embezzlement", "unionization", "dereliction of duty", "kidnapping", "gross incompetence", "grand theft", "collaboration with the Syndicate", \
|
||||
"worship of a forbidden deity", "interspecies relations", "mutiny")
|
||||
flavour_text += "[pick(crimes)]. but regardless of that, it seems like your crime doesn't matter now. You don't know where you are, but you know that it's out to kill you, and you're not going \
|
||||
to lose this opportunity. Find a way to get out of this mess and back to where you rightfully belong - your [pick("house", "apartment", "spaceship", "station")]</b>."
|
||||
to lose this opportunity. Find a way to get out of this mess and back to where you rightfully belong - your [pick("house", "apartment", "spaceship", "station")]."
|
||||
|
||||
/datum/outfit/lavalandprisoner
|
||||
name = "Lavaland Prisoner"
|
||||
@@ -325,8 +335,9 @@
|
||||
roundstart = FALSE
|
||||
random = TRUE
|
||||
outfit = /datum/outfit/hotelstaff
|
||||
flavour_text = "<span class='big bold'>You are a staff member of a top-of-the-line space hotel!</span><b> Cater to guests and <font size=6><b>DON'T</b></font> leave the hotel, lest the manager fire you for\
|
||||
dereliction of duty!</b>"
|
||||
short_desc = "You are a staff member of a top-of-the-line space hotel!"
|
||||
flavour_text = "You are a staff member of a top-of-the-line space hotel! Cater to guests and make sure the manager doesn't fire you."
|
||||
important_info = "DON'T leave the hotel"
|
||||
assignedrole = "Hotel Staff"
|
||||
|
||||
/datum/outfit/hotelstaff
|
||||
@@ -343,8 +354,10 @@
|
||||
mob_name = "hotel security member"
|
||||
job_description = "Hotel Security"
|
||||
outfit = /datum/outfit/hotelstaff/security
|
||||
flavour_text = "<span class='big bold'>You are a peacekeeper</span><b> assigned to this hotel to protect the interests of the company while keeping the peace between \
|
||||
guests and the staff. Do <font size=6>NOT</font> leave the hotel, as that is grounds for contract termination.</b>"
|
||||
short_desc = "You are a peacekeeper."
|
||||
flavour_text = "You have been assigned to this hotel to protect the interests of the company while keeping the peace between \
|
||||
guests and the staff."
|
||||
important_info = "Do NOT leave the hotel, as that is grounds for contract termination."
|
||||
objectives = "Do not leave your assigned hotel. Try and keep the peace between staff and guests, non-lethal force heavily advised if possible."
|
||||
|
||||
/datum/outfit/hotelstaff/security
|
||||
@@ -383,7 +396,8 @@
|
||||
/obj/effect/mob_spawn/human/demonic_friend/Initialize(mapload, datum/mind/owner_mind, obj/effect/proc_holder/spell/targeted/summon_friend/summoning_spell)
|
||||
. = ..()
|
||||
owner = owner_mind
|
||||
flavour_text = "<span class='big bold'>You have been given a reprieve from your eternity of torment, to be [owner.name]'s friend for [owner.p_their()] short mortal coil.</span><b> Be aware that if you do not live up to [owner.name]'s expectations, they can send you back to hell with a single thought. [owner.name]'s death will also return you to hell.</b>"
|
||||
flavour_text = "You have been given a reprieve from your eternity of torment, to be [owner.name]'s friend for [owner.p_their()] short mortal coil."
|
||||
important_info = "Be aware that if you do not live up to [owner.name]'s expectations, they can send you back to hell with a single thought. [owner.name]'s death will also return you to hell."
|
||||
var/area/A = get_area(src)
|
||||
if(!mapload && A)
|
||||
notify_ghosts("\A friendship shell has been completed in \the [A.name].", source = src, action=NOTIFY_ATTACK, flashwindow = FALSE, ignore_dnr_observers = TRUE)
|
||||
@@ -441,9 +455,9 @@
|
||||
|
||||
/obj/effect/mob_spawn/human/syndicate/battlecruiser
|
||||
name = "Syndicate Battlecruiser Ship Operative"
|
||||
flavour_text = "<span class='big bold'>You are a crewmember aboard the syndicate flagship: the SBC Starfury.</span><span class='big'> <span class='danger'><b>Your job is to follow your captain's orders, maintain the ship, and keep the engine running.</b></span> If you are not familiar with how the supermatter engine functions: <b>do not attempt to start it.</b><br>\
|
||||
<br>\
|
||||
<span class='danger'><b>The armory is not a candy store, and your role is not to assault the station directly, leave that work to the assault operatives.</b></span></font>"
|
||||
short_desc = "You are a crewmember aboard the syndicate flagship: the SBC Starfury."
|
||||
flavour_text = "Your job is to follow your captain's orders, maintain the ship, and keep the engine running. If you are not familiar with how the supermatter engine functions: do not attempt to start it."
|
||||
important_info = "The armory is not a candy store, and your role is not to assault the station directly, leave that work to the assault operatives."
|
||||
outfit = /datum/outfit/syndicate_empty/SBC
|
||||
|
||||
/datum/outfit/syndicate_empty/SBC
|
||||
@@ -453,10 +467,9 @@
|
||||
belt = /obj/item/storage/belt/military/assault
|
||||
|
||||
/obj/effect/mob_spawn/human/syndicate/battlecruiser/assault
|
||||
name = "Syndicate Battlecruiser Assault Operative"
|
||||
flavour_text = "<span class='big bold'>You are an assault operative aboard the syndicate flagship: the SBC Starfury.</span><span class='big'> <span class='danger'><b>Your job is to follow your captain's orders, keep intruders out of the ship, and assault Space Station 13.</b></span> There is an armory, multiple assault ships, and beam cannons to attack the station with.<br>\
|
||||
<br>\
|
||||
<span class='danger'><b>Work as a team with your fellow operatives and work out a plan of attack. If you are overwhelmed, escape back to your ship!</b></span></span>"
|
||||
short_desc = "You are an assault operative aboard the syndicate flagship: the SBC Starfury."
|
||||
flavour_text = "Your job is to follow your captain's orders, keep intruders out of the ship, and assault Space Station 13. There is an armory, multiple assault ships, and beam cannons to attack the station with."
|
||||
important_info = "Work as a team with your fellow operatives and work out a plan of attack. If you are overwhelmed, escape back to your ship!"
|
||||
outfit = /datum/outfit/syndicate_empty/SBC/assault
|
||||
|
||||
/datum/outfit/syndicate_empty/SBC/assault
|
||||
@@ -472,9 +485,9 @@
|
||||
|
||||
/obj/effect/mob_spawn/human/syndicate/battlecruiser/captain
|
||||
name = "Syndicate Battlecruiser Captain"
|
||||
flavour_text = "<span class='big bold'>You are the captain aboard the syndicate flagship: the SBC Starfury.</span><span class='big'> <span class='danger'><b>Your job is to oversee your crew, defend the ship, and destroy Space Station 13.</b></span> The ship has an armory, multiple ships, beam cannons, and multiple crewmembers to accomplish this goal.<br>\
|
||||
<br>\
|
||||
<span class='danger'><b>As the captain, this whole operation falls on your shoulders.</b></span> You do not need to nuke the station, causing sufficient damage and preventing your ship from being destroyed will be enough.</span>"
|
||||
short_desc = "You are the captain aboard the syndicate flagship: the SBC Starfury."
|
||||
flavour_text = "Your job is to oversee your crew, defend the ship, and destroy Space Station 13. The ship has an armory, multiple ships, beam cannons, and multiple crewmembers to accomplish this goal."
|
||||
important_info = "As the captain, this whole operation falls on your shoulders. You do not need to nuke the station, causing sufficient damage and preventing your ship from being destroyed will be enough."
|
||||
outfit = /datum/outfit/syndicate_empty/SBC/assault/captain
|
||||
id_access_list = list(150,151)
|
||||
|
||||
@@ -500,10 +513,11 @@
|
||||
death = FALSE
|
||||
random = TRUE
|
||||
mob_species = /datum/species/human
|
||||
flavour_text = "<span class='big bold'>You are a security officer working for Nanotrasen,</span><b> stationed onboard a state of the art research station. You vaguely recall rushing into a \
|
||||
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
|
||||
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod. \
|
||||
Work as a team with your fellow survivors and do not abandon them.</b>"
|
||||
short_desc = "You are a security officer working for Nanotrasen, stationed onboard a state of the art research station."
|
||||
flavour_text = "You vaguely recall rushing into a cryogenics pod due to an oncoming radiation storm. \
|
||||
The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
|
||||
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod."
|
||||
important_info = "Work as a team with your fellow survivors and do not abandon them."
|
||||
uniform = /obj/item/clothing/under/rank/security
|
||||
shoes = /obj/item/clothing/shoes/jackboots
|
||||
id = /obj/item/card/id/away/old/sec
|
||||
@@ -527,10 +541,11 @@
|
||||
death = FALSE
|
||||
random = TRUE
|
||||
mob_species = /datum/species/human
|
||||
flavour_text = "<span class='big bold'>You are an engineer working for Nanotrasen,</span><b> stationed onboard a state of the art research station. You vaguely recall rushing into a \
|
||||
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
|
||||
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod. \
|
||||
Work as a team with your fellow survivors and do not abandon them.</b>"
|
||||
short_desc = "You are an engineer working for Nanotrasen, stationed onboard a state of the art research station."
|
||||
flavour_text = "You vaguely recall rushing into a cryogenics pod due to an oncoming radiation storm. The last thing \
|
||||
you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
|
||||
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod."
|
||||
important_info = "Work as a team with your fellow survivors and do not abandon them."
|
||||
uniform = /obj/item/clothing/under/rank/engineer
|
||||
shoes = /obj/item/clothing/shoes/workboots
|
||||
id = /obj/item/card/id/away/old/eng
|
||||
@@ -552,10 +567,11 @@
|
||||
death = FALSE
|
||||
random = TRUE
|
||||
mob_species = /datum/species/human
|
||||
flavour_text = "<span class='big bold'>You are a scientist working for Nanotrasen,</span><b> stationed onboard a state of the art research station. You vaguely recall rushing into a \
|
||||
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
|
||||
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod. \
|
||||
Work as a team with your fellow survivors and do not abandon them.</b>"
|
||||
short_desc = "You are a scientist working for Nanotrasen, stationed onboard a state of the art research station."
|
||||
flavour_text = "You vaguely recall rushing into a cryogenics pod due to an oncoming radiation storm. \
|
||||
The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
|
||||
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod."
|
||||
important_info = "Work as a team with your fellow survivors and do not abandon them."
|
||||
uniform = /obj/item/clothing/under/rank/scientist
|
||||
shoes = /obj/item/clothing/shoes/laceup
|
||||
id = /obj/item/card/id/away/old/sci
|
||||
@@ -582,7 +598,8 @@
|
||||
anchored = TRUE
|
||||
density = FALSE
|
||||
show_flavour = FALSE //Flavour only exists for spawners menu
|
||||
flavour_text = "<span class='big bold'>You are a space pirate.</span><b> The station refused to pay for your protection, protect the ship, siphon the credits from the station and raid it for even more loot.</b>"
|
||||
short_desc = "You are a space pirate."
|
||||
flavour_text = "The station refused to pay for your protection, protect the ship, siphon the credits from the station and raid it for even more loot."
|
||||
assignedrole = "Space Pirate"
|
||||
var/rank = "Mate"
|
||||
|
||||
@@ -617,7 +634,8 @@
|
||||
density = FALSE
|
||||
death = FALSE
|
||||
assignedrole = "Ghost Cafe Visitor"
|
||||
flavour_text = "Is this what life after death is like?"
|
||||
short_desc = "You are a Ghost Cafe Visitor!"
|
||||
flavour_text = "You know one thing for sure. You arent actually alive. Are you in a simulation?"
|
||||
skip_reentry_check = TRUE
|
||||
banType = ROLE_GHOSTCAFE
|
||||
|
||||
|
||||
@@ -93,6 +93,24 @@
|
||||
/obj/structure/holosign/barrier/firelock/blocksTemperature()
|
||||
return TRUE
|
||||
|
||||
/obj/structure/holosign/barrier/combifan
|
||||
name = "holo combifan"
|
||||
desc = "A holographic barrier resembling a blue-accented tiny fan. Though it does not prevent solid objects from passing through, gas and temperature changes are kept out."
|
||||
icon_state = "holo_combifan"
|
||||
max_integrity = 30
|
||||
density = FALSE
|
||||
anchored = TRUE
|
||||
alpha = 150
|
||||
CanAtmosPass = ATMOS_PASS_NO
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
/obj/structure/holosign/barrier/combolock/blocksTemperature()
|
||||
return TRUE
|
||||
|
||||
/obj/structure/holosign/barrier/combolock/Initialize()
|
||||
. = ..()
|
||||
air_update_turf(TRUE)
|
||||
|
||||
/obj/structure/holosign/barrier/cyborg
|
||||
name = "Energy Field"
|
||||
desc = "A fragile energy field that blocks movement. Excels at blocking lethal projectiles."
|
||||
|
||||
@@ -133,7 +133,7 @@
|
||||
|
||||
switch(choice)
|
||||
if("name")
|
||||
var/newname = copytext(sanitize(input(H, "Who are we again?", "Name change", H.name) as null|text),1,MAX_NAME_LEN)
|
||||
var/newname = reject_bad_name(stripped_input(H, "Who are we again?", "Name change", H.name, MAX_NAME_LEN))
|
||||
|
||||
if(!newname)
|
||||
return
|
||||
|
||||
@@ -109,8 +109,10 @@
|
||||
var/cur_note = text2ascii(note) - 96
|
||||
if(cur_note < 1 || cur_note > 7)
|
||||
continue
|
||||
for(var/i=2 to length(note))
|
||||
var/ni = copytext(note,i,i+1)
|
||||
var/notelen = length(note)
|
||||
var/ni = ""
|
||||
for(var/i = length(note[1]) + 1, i <= notelen, i += length(ni))
|
||||
ni = note[i]
|
||||
if(!text2num(ni))
|
||||
if(ni == "#" || ni == "b" || ni == "n")
|
||||
cur_acc[cur_note] = ni
|
||||
@@ -199,9 +201,10 @@
|
||||
//split into lines
|
||||
lines = splittext(text, "\n")
|
||||
if(lines.len)
|
||||
if(copytext(lines[1],1,6) == "BPM: ")
|
||||
tempo = sanitize_tempo(600 / text2num(copytext(lines[1],6)))
|
||||
lines.Cut(1,2)
|
||||
var/bpm_string = "BPM: "
|
||||
if(findtext(lines[1], bpm_string, 1, length(bpm_string) + 1))
|
||||
tempo = sanitize_tempo(600 / text2num(copytext(lines[1], length(bpm_string) + 1)))
|
||||
lines.Cut(1, 2)
|
||||
else
|
||||
tempo = sanitize_tempo(5) // default 120 BPM
|
||||
if(lines.len > MUSIC_MAXLINES)
|
||||
@@ -209,7 +212,7 @@
|
||||
lines.Cut(MUSIC_MAXLINES + 1)
|
||||
var/linenum = 1
|
||||
for(var/l in lines)
|
||||
if(length(l) > MUSIC_MAXLINECHARS)
|
||||
if(length_char(l) > MUSIC_MAXLINECHARS)
|
||||
to_chat(usr, "Line [linenum] too long!")
|
||||
lines.Remove(l)
|
||||
else
|
||||
@@ -236,11 +239,11 @@
|
||||
if(!in_range(instrumentObj, usr))
|
||||
return
|
||||
|
||||
if(length(t) >= MUSIC_MAXLINES * MUSIC_MAXLINECHARS)
|
||||
if(length_char(t) >= MUSIC_MAXLINES * MUSIC_MAXLINECHARS)
|
||||
var/cont = input(usr, "Your message is too long! Would you like to continue editing it?", "", "yes") in list("yes", "no")
|
||||
if(cont == "no")
|
||||
break
|
||||
while(length(t) > MUSIC_MAXLINES * MUSIC_MAXLINECHARS)
|
||||
while(length_char(t) > MUSIC_MAXLINES * MUSIC_MAXLINECHARS)
|
||||
ParseSong(t)
|
||||
|
||||
else if(href_list["help"])
|
||||
@@ -284,11 +287,9 @@
|
||||
|
||||
else if(href_list["modifyline"])
|
||||
var/num = round(text2num(href_list["modifyline"]),1)
|
||||
var/content = html_encode(input("Enter your line: ", instrumentObj.name, lines[num]) as text|null)
|
||||
var/content = stripped_input(usr, "Enter your line: ", instrumentObj.name, lines[num], MUSIC_MAXLINECHARS)
|
||||
if(!content || !in_range(instrumentObj, usr))
|
||||
return
|
||||
if(length(content) > MUSIC_MAXLINECHARS)
|
||||
content = copytext(content, 1, MUSIC_MAXLINECHARS)
|
||||
if(num > lines.len || num < 1)
|
||||
return
|
||||
lines[num] = content
|
||||
|
||||
@@ -71,7 +71,7 @@
|
||||
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.physical_state)
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
if(!ui)
|
||||
ui = new(user, src, ui_key, "tank_dispenser", name, 275, 100, master_ui, state)
|
||||
ui = new(user, src, ui_key, "tank_dispenser", name, 275, 103, master_ui, state)
|
||||
ui.open()
|
||||
|
||||
/obj/structure/tank_dispenser/ui_data(mob/user)
|
||||
|
||||
Reference in New Issue
Block a user