Merge remote-tracking branch 'Citadel-Station-13/master' into Garlic
This commit is contained in:
@@ -240,10 +240,10 @@
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to_chat(AI, "<b>[U]</b> holds <a href='?_src_=usr;show_paper=1;'>\a [itemname]</a> up to one of your cameras ...")
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else
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to_chat(AI, "<b><a href='?src=[REF(AI)];track=[html_encode(U.name)]'>[U]</a></b> holds <a href='?_src_=usr;show_paper=1;'>\a [itemname]</a> up to one of your cameras ...")
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AI.last_paper_seen = "<HTML><HEAD><TITLE>[itemname]</TITLE></HEAD><BODY><TT>[info]</TT></BODY></HTML>"
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AI.last_paper_seen = "<HTML><HEAD><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><TITLE>[itemname]</TITLE></HEAD><BODY><TT>[info]</TT></BODY></HTML>"
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else if (O.client && O.client.eye == src)
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to_chat(O, "[U] holds \a [itemname] up to one of the cameras ...")
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O << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", itemname, info), text("window=[]", itemname))
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O << browse(text("<HTML><HEAD<meta http-equiv='Content-Type' content='text/html; charset=UTF-8'>><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", itemname, info), text("window=[]", itemname))
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return
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else if(istype(I, /obj/item/camera_bug))
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@@ -180,6 +180,7 @@
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//Get the clone body ready
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maim_clone(H)
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ADD_TRAIT(H, TRAIT_MUTATION_STASIS, CLONING_POD_TRAIT)
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ADD_TRAIT(H, TRAIT_STABLEHEART, CLONING_POD_TRAIT)
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ADD_TRAIT(H, TRAIT_STABLELIVER, CLONING_POD_TRAIT)
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ADD_TRAIT(H, TRAIT_EMOTEMUTE, CLONING_POD_TRAIT)
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@@ -369,6 +370,7 @@
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return
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REMOVE_TRAIT(mob_occupant, TRAIT_STABLEHEART, CLONING_POD_TRAIT)
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REMOVE_TRAIT(mob_occupant, TRAIT_MUTATION_STASIS, CLONING_POD_TRAIT)
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REMOVE_TRAIT(mob_occupant, TRAIT_STABLELIVER, CLONING_POD_TRAIT)
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REMOVE_TRAIT(mob_occupant, TRAIT_EMOTEMUTE, CLONING_POD_TRAIT)
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REMOVE_TRAIT(mob_occupant, TRAIT_MUTE, CLONING_POD_TRAIT)
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@@ -62,7 +62,7 @@
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if(stat & BROKEN)
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overlay_state = "[icon_state]_broken"
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SSvis_overlays.add_vis_overlay(src, icon, overlay_state, layer, plane, dir)
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SSvis_overlays.add_vis_overlay(src, icon, overlay_state, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir, alpha=128)
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SSvis_overlays.add_vis_overlay(src, icon, overlay_state, EMISSIVE_LAYER, EMISSIVE_PLANE, dir, alpha=128)
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/obj/machinery/computer/power_change()
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..()
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@@ -94,4 +94,4 @@
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overlay_state = "alert:0"
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. |= overlay_state
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SSvis_overlays.add_vis_overlay(src, icon, overlay_state, layer, plane, dir)
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SSvis_overlays.add_vis_overlay(src, icon, overlay_state, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir, alpha=128)
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SSvis_overlays.add_vis_overlay(src, icon, overlay_state, EMISSIVE_LAYER, EMISSIVE_PLANE, dir, alpha=128)
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@@ -11,16 +11,19 @@
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/obj/machinery/computer/robotics/proc/can_control(mob/user, mob/living/silicon/robot/R)
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if(!istype(R))
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return 0
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return FALSE
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if(isAI(user))
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if (R.connected_ai != user)
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return 0
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return FALSE
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if(iscyborg(user))
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if (R != user)
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return 0
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return FALSE
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if(R.scrambledcodes)
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return 0
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return 1
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return FALSE
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if (hasSiliconAccessInArea(user) && !issilicon(user))
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if (!Adjacent(user))
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return FALSE
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return TRUE
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/obj/machinery/computer/robotics/ui_interact(mob/user)
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. = ..()
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@@ -94,4 +94,4 @@
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overlay_state = "alert:0"
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. |= overlay_state
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SSvis_overlays.add_vis_overlay(src, icon, overlay_state, layer, plane, dir)
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SSvis_overlays.add_vis_overlay(src, icon, overlay_state, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir, alpha=128)
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SSvis_overlays.add_vis_overlay(src, icon, overlay_state, EMISSIVE_LAYER, EMISSIVE_PLANE, dir, alpha=128)
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@@ -1,13 +1,68 @@
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/obj/machinery/door/poddoor/shutters
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gender = PLURAL
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name = "shutters"
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desc = "Heavy duty metal shutters that open mechanically."
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desc = "Mechanical metal shutters operated by a button with a magnetic seal, keeping them airtight."
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icon = 'icons/obj/doors/shutters.dmi'
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layer = SHUTTER_LAYER
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closingLayer = SHUTTER_LAYER
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armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 75, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
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damage_deflection = 20
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max_integrity = 100
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/obj/machinery/door/poddoor/shutters/preopen
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icon_state = "open"
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density = FALSE
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opacity = 0
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// The below shutters are the original ones from the TG codebase. They are remaining as "secure" shutters. If anyone wants to improve their animation, feel free.
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// The original shutters are now shutters_old.dmi; copy the naming format of the files into new a new .dmi to add new shutters that work with the poddoor code for animating the doors.
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// Originally, the shutters were reskins of blast doors. Eighty hits with the Cap's sabre to destroy one shutter is far too powerful considering shutters cannot be deconstructed (yet).
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// If you're a mapper and want super strong shutter, use the 'old' ones.
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/obj/machinery/door/poddoor/shutters/old
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name = "strong shutters"
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desc = "These shutters have an armoured frame; it looks like plasteel. These shutters look robust enough to survive explosions."
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icon = 'icons/obj/doors/shutters_old.dmi'
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icon_state = "closed"
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armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 75, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
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max_integrity = 300
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/obj/machinery/door/poddoor/shutters/old/preopen
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icon_state = "open"
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density = FALSE
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opacity = 0
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// End of old shutter stuff. Credit for the old shutter sprites to TG.
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/obj/machinery/door/poddoor/shutters/radiation
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name = "radiation shutters"
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desc = "Lead-lined shutters painted yellow with a radioactive hazard symbol on it. Blocks out most radiation"
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icon = 'icons/obj/doors/shutters_radiation.dmi'
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icon_state = "closed"
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rad_insulation = 0.2
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/obj/machinery/door/poddoor/shutters/radiation/preopen
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icon_state = "open"
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density = FALSE
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opacity = 0
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rad_insulation = 1
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/obj/machinery/door/poddoor/shutters/radiation/do_animate(animation)
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..()
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switch(animation)
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if("opening")
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rad_insulation = 1
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if("closing")
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rad_insulation = 0.2
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/obj/machinery/door/poddoor/shutters/window
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name = "windowed shutters"
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desc = "Mechanical shutters that have some form of plastic window in them, allowing you to see through the shutters at all times."
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icon = 'icons/obj/doors/shutters_window.dmi'
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icon_state = "closed"
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opacity = 0
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glass = 1
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/obj/machinery/door/poddoor/shutters/window/preopen
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icon_state = "open"
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density = FALSE
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@@ -77,23 +77,23 @@
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if(is_station_level(z))
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. += "fire_[GLOB.security_level]"
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SSvis_overlays.add_vis_overlay(src, icon, "fire_[GLOB.security_level]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
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SSvis_overlays.add_vis_overlay(src, icon, "fire_[GLOB.security_level]", EMISSIVE_LAYER, EMISSIVE_PLANE, dir)
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else
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. += "fire_[SEC_LEVEL_GREEN]"
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SSvis_overlays.add_vis_overlay(src, icon, "fire_[SEC_LEVEL_GREEN]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
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SSvis_overlays.add_vis_overlay(src, icon, "fire_[SEC_LEVEL_GREEN]", EMISSIVE_LAYER, EMISSIVE_PLANE, dir)
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var/area/A = src.loc
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A = A.loc
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if(!detecting || !A.fire)
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. += "fire_off"
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SSvis_overlays.add_vis_overlay(src, icon, "fire_off", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
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SSvis_overlays.add_vis_overlay(src, icon, "fire_off", EMISSIVE_LAYER, EMISSIVE_PLANE, dir)
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else if(obj_flags & EMAGGED)
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. += "fire_emagged"
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SSvis_overlays.add_vis_overlay(src, icon, "fire_emagged", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
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SSvis_overlays.add_vis_overlay(src, icon, "fire_emagged", EMISSIVE_LAYER, EMISSIVE_PLANE, dir)
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else
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. += "fire_on"
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SSvis_overlays.add_vis_overlay(src, icon, "fire_on", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
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SSvis_overlays.add_vis_overlay(src, icon, "fire_on", EMISSIVE_LAYER, EMISSIVE_PLANE, dir)
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/obj/machinery/firealarm/emp_act(severity)
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. = ..()
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@@ -141,7 +141,7 @@
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if(href_list["photo"])
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var/mob/M = usr
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M << browse_rsc(picture.picture_image, "pda_photo.png")
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M << browse("<html><head><title>PDA Photo</title></head>" \
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M << browse("<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><title>PDA Photo</title></head>" \
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+ "<body style='overflow:hidden;margin:0;text-align:center'>" \
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+ "<img src='pda_photo.png' width='192' style='-ms-interpolation-mode:nearest-neighbor' />" \
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+ "</body></html>", "window=pdaphoto;size=[picture.psize_x]x[picture.psize_y];can-close=true")
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Block a user