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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@@ -15,7 +15,7 @@
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name = "card"
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desc = "Does card things."
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icon = 'icons/obj/card.dmi'
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w_class = 1
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w_class = WEIGHT_CLASS_TINY
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var/list/files = list()
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@@ -77,6 +77,8 @@
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icon_state = "id"
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item_state = "card-id"
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slot_flags = SLOT_ID
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
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resistance_flags = FIRE_PROOF | ACID_PROOF
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var/mining_points = 0 //For redeeming at mining equipment vendors
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var/list/access = list()
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var/registered_name = null // The name registered_name on the card
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@@ -131,6 +133,7 @@ update_label("John Doe", "Clowny")
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name = "agent card"
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access = list(access_maint_tunnels, access_syndicate)
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origin_tech = "syndicate=1"
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var/anyone = FALSE //Can anyone forge the ID or just syndicate?
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/obj/item/weapon/card/id/syndicate/New()
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..()
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@@ -145,13 +148,13 @@ update_label("John Doe", "Clowny")
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if(istype(O, /obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/I = O
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src.access |= I.access
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if(istype(user, /mob/living) && user.mind)
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if(isliving(user) && user.mind)
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if(user.mind.special_role)
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usr << "<span class='notice'>The card's microscanners activate as you pass it over the ID, copying its access.</span>"
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/obj/item/weapon/card/id/syndicate/attack_self(mob/user)
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if(istype(user, /mob/living) && user.mind)
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if(user.mind.special_role)
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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/new_player/prefrences.dm
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@@ -170,6 +173,9 @@ update_label("John Doe", "Clowny")
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return
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..()
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/obj/item/weapon/card/id/syndicate/anyone
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anyone = TRUE
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/obj/item/weapon/card/id/syndicate_command
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name = "syndicate ID card"
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desc = "An ID straight from the Syndicate."
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@@ -276,3 +282,17 @@ update_label("John Doe", "Clowny")
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/obj/item/weapon/card/id/mining
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name = "mining ID"
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access = list(access_mining, access_mining_station, access_mineral_storeroom)
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/obj/item/weapon/card/id/away
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name = "a perfectly generic identification card"
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desc = "A perfectly generic identification card. Looks like it could use some flavor."
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access = list(access_away_general)
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/obj/item/weapon/card/id/away/hotel
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name = "Staff ID"
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desc = "A staff ID used to access the hotel's doors."
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access = list(access_away_general, access_away_maint)
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/obj/item/weapon/card/id/away/hotel/securty
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name = "Officer ID"
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access = list(access_away_general, access_away_maint, access_away_sec)
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