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
This commit is contained in:
Poojawa
2016-12-22 03:57:55 -06:00
committed by GitHub
parent f5e143a452
commit cf59ac1c3d
2215 changed files with 707445 additions and 87041 deletions
+24 -23
View File
@@ -4,19 +4,21 @@
icon = 'icons/obj/monitors.dmi'
icon_state = "cameracase"
materials = list(MAT_METAL=400, MAT_GLASS=250)
result_path = /obj/machinery/camera_assembly
result_path = /obj/structure/camera_assembly
/obj/machinery/camera_assembly
/obj/structure/camera_assembly
name = "camera assembly"
desc = "The basic construction for Nanotrasen-Always-Watching-You cameras."
icon = 'icons/obj/monitors.dmi'
icon_state = "camera1"
obj_integrity = 150
max_integrity = 150
// Motion, EMP-Proof, X-Ray
var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/sheet/mineral/plasma, /obj/item/device/analyzer)
var/list/upgrades = list()
var/state = 1
var/busy = 0
/*
1 = Wrenched in place
2 = Welded in place
@@ -24,12 +26,12 @@
4 = Screwdriver panel closed and is fully built (you cannot attach upgrades)
*/
/obj/machinery/camera_assembly/New(loc, ndir, building)
/obj/structure/camera_assembly/New(loc, ndir, building)
..()
if(building)
setDir(ndir)
/obj/machinery/camera_assembly/attackby(obj/item/W, mob/living/user, params)
/obj/structure/camera_assembly/attackby(obj/item/W, mob/living/user, params)
switch(state)
if(1)
// State 1
@@ -73,14 +75,14 @@
if(istype(W, /obj/item/weapon/screwdriver))
playsound(src.loc, W.usesound, 50, 1)
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")
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")
if(!input)
usr << "<span class='warning'>No input found, please hang up and try your call again!</span>"
user << "<span class='warning'>No input found, please hang up and try your call again!</span>"
return
var/list/tempnetwork = splittext(input, ",")
if(tempnetwork.len < 1)
usr << "<span class='warning'>No network found, please hang up and try your call again!</span>"
user << "<span class='warning'>No network found, please hang up and try your call again!</span>"
return
state = 4
@@ -103,11 +105,11 @@
// Upgrades!
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.
if(!user.unEquip(W))
if(!user.drop_item(W))
return
user << "<span class='notice'>You attach \the [W] into the assembly inner circuits.</span>"
upgrades += W
W.loc = src
W.forceMove(src)
return
// Taking out upgrades
@@ -122,19 +124,18 @@
return ..()
/obj/machinery/camera_assembly/proc/weld(obj/item/weapon/weldingtool/WT, mob/living/user)
if(busy)
return 0
/obj/structure/camera_assembly/proc/weld(obj/item/weapon/weldingtool/WT, mob/living/user)
if(!WT.remove_fuel(0, user))
return 0
user << "<span class='notice'>You start to weld \the [src]...</span>"
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
busy = 1
if(do_after(user, 20, target = src))
busy = 0
if(!WT.isOn())
return 0
return 1
busy = 0
return 0
playsound(src.loc, WT.usesound, 50, 1)
if(do_after(user, 20*WT.toolspeed, target = src))
if(WT.isOn())
playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
return 1
return 0
/obj/structure/camera_assembly/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
new /obj/item/stack/sheet/metal(loc)
qdel(src)