12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
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@@ -4,19 +4,21 @@
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icon = 'icons/obj/monitors.dmi'
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icon_state = "cameracase"
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materials = list(MAT_METAL=400, MAT_GLASS=250)
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result_path = /obj/machinery/camera_assembly
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result_path = /obj/structure/camera_assembly
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/obj/machinery/camera_assembly
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/obj/structure/camera_assembly
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name = "camera assembly"
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desc = "The basic construction for Nanotrasen-Always-Watching-You cameras."
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icon = 'icons/obj/monitors.dmi'
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icon_state = "camera1"
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obj_integrity = 150
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max_integrity = 150
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// Motion, EMP-Proof, X-Ray
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var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/sheet/mineral/plasma, /obj/item/device/analyzer)
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var/list/upgrades = list()
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var/state = 1
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var/busy = 0
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/*
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1 = Wrenched in place
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2 = Welded in place
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@@ -24,12 +26,12 @@
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4 = Screwdriver panel closed and is fully built (you cannot attach upgrades)
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*/
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/obj/machinery/camera_assembly/New(loc, ndir, building)
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/obj/structure/camera_assembly/New(loc, ndir, building)
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..()
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if(building)
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setDir(ndir)
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/obj/machinery/camera_assembly/attackby(obj/item/W, mob/living/user, params)
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/obj/structure/camera_assembly/attackby(obj/item/W, mob/living/user, params)
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switch(state)
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if(1)
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// State 1
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@@ -73,14 +75,14 @@
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if(istype(W, /obj/item/weapon/screwdriver))
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playsound(src.loc, W.usesound, 50, 1)
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var/input = stripped_input(usr, "Which networks would you like to connect this camera to? Seperate networks with a comma. No Spaces!\nFor example: SS13,Security,Secret ", "Set Network", "SS13")
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var/input = stripped_input(user, "Which networks would you like to connect this camera to? Seperate networks with a comma. No Spaces!\nFor example: SS13,Security,Secret ", "Set Network", "SS13")
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if(!input)
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usr << "<span class='warning'>No input found, please hang up and try your call again!</span>"
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user << "<span class='warning'>No input found, please hang up and try your call again!</span>"
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return
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var/list/tempnetwork = splittext(input, ",")
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if(tempnetwork.len < 1)
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usr << "<span class='warning'>No network found, please hang up and try your call again!</span>"
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user << "<span class='warning'>No network found, please hang up and try your call again!</span>"
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return
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state = 4
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@@ -103,11 +105,11 @@
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// Upgrades!
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if(is_type_in_list(W, possible_upgrades) && !is_type_in_list(W, upgrades)) // Is a possible upgrade and isn't in the camera already.
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if(!user.unEquip(W))
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if(!user.drop_item(W))
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return
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user << "<span class='notice'>You attach \the [W] into the assembly inner circuits.</span>"
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upgrades += W
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W.loc = src
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W.forceMove(src)
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return
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// Taking out upgrades
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@@ -122,19 +124,18 @@
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return ..()
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/obj/machinery/camera_assembly/proc/weld(obj/item/weapon/weldingtool/WT, mob/living/user)
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if(busy)
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return 0
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/obj/structure/camera_assembly/proc/weld(obj/item/weapon/weldingtool/WT, mob/living/user)
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if(!WT.remove_fuel(0, user))
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return 0
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user << "<span class='notice'>You start to weld \the [src]...</span>"
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playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
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busy = 1
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if(do_after(user, 20, target = src))
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busy = 0
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if(!WT.isOn())
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return 0
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return 1
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busy = 0
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return 0
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playsound(src.loc, WT.usesound, 50, 1)
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if(do_after(user, 20*WT.toolspeed, target = src))
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if(WT.isOn())
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playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
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return 1
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return 0
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/obj/structure/camera_assembly/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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new /obj/item/stack/sheet/metal(loc)
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qdel(src)
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