Merge remote-tracking branch 'Citadel-Station-13/master' into Garlic

This commit is contained in:
Artur
2020-03-31 19:42:35 +03:00
605 changed files with 4990 additions and 5304 deletions
+2 -2
View File
@@ -240,10 +240,10 @@
to_chat(AI, "<b>[U]</b> holds <a href='?_src_=usr;show_paper=1;'>\a [itemname]</a> up to one of your cameras ...")
else
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 ...")
AI.last_paper_seen = "<HTML><HEAD><TITLE>[itemname]</TITLE></HEAD><BODY><TT>[info]</TT></BODY></HTML>"
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>"
else if (O.client && O.client.eye == src)
to_chat(O, "[U] holds \a [itemname] up to one of the cameras ...")
O << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", itemname, info), text("window=[]", itemname))
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))
return
else if(istype(I, /obj/item/camera_bug))
+2
View File
@@ -180,6 +180,7 @@
//Get the clone body ready
maim_clone(H)
ADD_TRAIT(H, TRAIT_MUTATION_STASIS, CLONING_POD_TRAIT)
ADD_TRAIT(H, TRAIT_STABLEHEART, CLONING_POD_TRAIT)
ADD_TRAIT(H, TRAIT_STABLELIVER, CLONING_POD_TRAIT)
ADD_TRAIT(H, TRAIT_EMOTEMUTE, CLONING_POD_TRAIT)
@@ -369,6 +370,7 @@
return
REMOVE_TRAIT(mob_occupant, TRAIT_STABLEHEART, CLONING_POD_TRAIT)
REMOVE_TRAIT(mob_occupant, TRAIT_MUTATION_STASIS, CLONING_POD_TRAIT)
REMOVE_TRAIT(mob_occupant, TRAIT_STABLELIVER, CLONING_POD_TRAIT)
REMOVE_TRAIT(mob_occupant, TRAIT_EMOTEMUTE, CLONING_POD_TRAIT)
REMOVE_TRAIT(mob_occupant, TRAIT_MUTE, CLONING_POD_TRAIT)
+1 -1
View File
@@ -62,7 +62,7 @@
if(stat & BROKEN)
overlay_state = "[icon_state]_broken"
SSvis_overlays.add_vis_overlay(src, icon, overlay_state, layer, plane, dir)
SSvis_overlays.add_vis_overlay(src, icon, overlay_state, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir, alpha=128)
SSvis_overlays.add_vis_overlay(src, icon, overlay_state, EMISSIVE_LAYER, EMISSIVE_PLANE, dir, alpha=128)
/obj/machinery/computer/power_change()
..()
+1 -1
View File
@@ -94,4 +94,4 @@
overlay_state = "alert:0"
. |= overlay_state
SSvis_overlays.add_vis_overlay(src, icon, overlay_state, layer, plane, dir)
SSvis_overlays.add_vis_overlay(src, icon, overlay_state, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir, alpha=128)
SSvis_overlays.add_vis_overlay(src, icon, overlay_state, EMISSIVE_LAYER, EMISSIVE_PLANE, dir, alpha=128)
+8 -5
View File
@@ -11,16 +11,19 @@
/obj/machinery/computer/robotics/proc/can_control(mob/user, mob/living/silicon/robot/R)
if(!istype(R))
return 0
return FALSE
if(isAI(user))
if (R.connected_ai != user)
return 0
return FALSE
if(iscyborg(user))
if (R != user)
return 0
return FALSE
if(R.scrambledcodes)
return 0
return 1
return FALSE
if (hasSiliconAccessInArea(user) && !issilicon(user))
if (!Adjacent(user))
return FALSE
return TRUE
/obj/machinery/computer/robotics/ui_interact(mob/user)
. = ..()
@@ -94,4 +94,4 @@
overlay_state = "alert:0"
. |= overlay_state
SSvis_overlays.add_vis_overlay(src, icon, overlay_state, layer, plane, dir)
SSvis_overlays.add_vis_overlay(src, icon, overlay_state, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir, alpha=128)
SSvis_overlays.add_vis_overlay(src, icon, overlay_state, EMISSIVE_LAYER, EMISSIVE_PLANE, dir, alpha=128)
+56 -1
View File
@@ -1,13 +1,68 @@
/obj/machinery/door/poddoor/shutters
gender = PLURAL
name = "shutters"
desc = "Heavy duty metal shutters that open mechanically."
desc = "Mechanical metal shutters operated by a button with a magnetic seal, keeping them airtight."
icon = 'icons/obj/doors/shutters.dmi'
layer = SHUTTER_LAYER
closingLayer = SHUTTER_LAYER
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 75, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
damage_deflection = 20
max_integrity = 100
/obj/machinery/door/poddoor/shutters/preopen
icon_state = "open"
density = FALSE
opacity = 0
// 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.
// 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.
// 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).
// If you're a mapper and want super strong shutter, use the 'old' ones.
/obj/machinery/door/poddoor/shutters/old
name = "strong shutters"
desc = "These shutters have an armoured frame; it looks like plasteel. These shutters look robust enough to survive explosions."
icon = 'icons/obj/doors/shutters_old.dmi'
icon_state = "closed"
armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 75, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
max_integrity = 300
/obj/machinery/door/poddoor/shutters/old/preopen
icon_state = "open"
density = FALSE
opacity = 0
// End of old shutter stuff. Credit for the old shutter sprites to TG.
/obj/machinery/door/poddoor/shutters/radiation
name = "radiation shutters"
desc = "Lead-lined shutters painted yellow with a radioactive hazard symbol on it. Blocks out most radiation"
icon = 'icons/obj/doors/shutters_radiation.dmi'
icon_state = "closed"
rad_insulation = 0.2
/obj/machinery/door/poddoor/shutters/radiation/preopen
icon_state = "open"
density = FALSE
opacity = 0
rad_insulation = 1
/obj/machinery/door/poddoor/shutters/radiation/do_animate(animation)
..()
switch(animation)
if("opening")
rad_insulation = 1
if("closing")
rad_insulation = 0.2
/obj/machinery/door/poddoor/shutters/window
name = "windowed shutters"
desc = "Mechanical shutters that have some form of plastic window in them, allowing you to see through the shutters at all times."
icon = 'icons/obj/doors/shutters_window.dmi'
icon_state = "closed"
opacity = 0
glass = 1
/obj/machinery/door/poddoor/shutters/window/preopen
icon_state = "open"
density = FALSE
+5 -5
View File
@@ -77,23 +77,23 @@
if(is_station_level(z))
. += "fire_[GLOB.security_level]"
SSvis_overlays.add_vis_overlay(src, icon, "fire_[GLOB.security_level]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
SSvis_overlays.add_vis_overlay(src, icon, "fire_[GLOB.security_level]", EMISSIVE_LAYER, EMISSIVE_PLANE, dir)
else
. += "fire_[SEC_LEVEL_GREEN]"
SSvis_overlays.add_vis_overlay(src, icon, "fire_[SEC_LEVEL_GREEN]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
SSvis_overlays.add_vis_overlay(src, icon, "fire_[SEC_LEVEL_GREEN]", EMISSIVE_LAYER, EMISSIVE_PLANE, dir)
var/area/A = src.loc
A = A.loc
if(!detecting || !A.fire)
. += "fire_off"
SSvis_overlays.add_vis_overlay(src, icon, "fire_off", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
SSvis_overlays.add_vis_overlay(src, icon, "fire_off", EMISSIVE_LAYER, EMISSIVE_PLANE, dir)
else if(obj_flags & EMAGGED)
. += "fire_emagged"
SSvis_overlays.add_vis_overlay(src, icon, "fire_emagged", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
SSvis_overlays.add_vis_overlay(src, icon, "fire_emagged", EMISSIVE_LAYER, EMISSIVE_PLANE, dir)
else
. += "fire_on"
SSvis_overlays.add_vis_overlay(src, icon, "fire_on", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
SSvis_overlays.add_vis_overlay(src, icon, "fire_on", EMISSIVE_LAYER, EMISSIVE_PLANE, dir)
/obj/machinery/firealarm/emp_act(severity)
. = ..()
@@ -141,7 +141,7 @@
if(href_list["photo"])
var/mob/M = usr
M << browse_rsc(picture.picture_image, "pda_photo.png")
M << browse("<html><head><title>PDA Photo</title></head>" \
M << browse("<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><title>PDA Photo</title></head>" \
+ "<body style='overflow:hidden;margin:0;text-align:center'>" \
+ "<img src='pda_photo.png' width='192' style='-ms-interpolation-mode:nearest-neighbor' />" \
+ "</body></html>", "window=pdaphoto;size=[picture.psize_x]x[picture.psize_y];can-close=true")